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I 


^P  iHilton  e.  Waxk 


AUCTION  DEVELOPMENTS, 
AUCTION  OF  TO-DAY. 

HOUGHTON  MIFFLIN  COMPANY 

BOSTON    AND    NEW   YORK 


AUCTION  DEVELOPMENTS 


AUCTION 
DEVELOPMENTS 


BY 


MILTON  C.  WORK 


BOSTON  AND  NEW  YORK 
HOUGHTON  MIFFLIN  COMPANY 

(Cbe  HitJetjsibe  pte0^  Cambriti0e 
1913 


COPYRIGHT,    I913,    BY   MILTON   C.    WORK 


ALL    RIGHTS   RESERVED 


Published  December  iqij 


CONTENTS 


INTRODUCTION xi 

PART  I.  THE  LAWS. 

Changes  in  the  Laws •  3 

Elimination  of  Chicane 4 

Shortening  the  "Last"  Rubber 5 

Playing  with  less  than  Thirteen  Cards      .       .       .      ,      »  7 

"Stealing"  the  Adversaries'  Cards      ......  8 

Some  New  Laws •       .  8 

More  Privileges  for  Dummy 10 

More  New  Laws 1 1 

Revoke  Penalty  reduced n 

Slam  Values  not  increased 12 

Code  of  New  York  Whist  Club 15 

Etiquette  of  Auction 46 

Summarized  Penalties 48 

Additional  Laws S^ 

Laws  of  Three-handed  Auction $2 

PART  II.  DECLARING. 

Table  of  Original    Club,    Diamond,    Heart,    and    Royal 

Declarations 60 

Table  of  No  Trump  Declarations 62 

Overcalling  Partner 64 

Taking  out  No  Trump  with  Strength  in  Major  Suit    .       .  66 

The  No  Trump  Rescue 68 

When  to  overcall  Partner's  One  Royal 73 

When  to  overcall  Partner's  One  Heart 75 

When  to  overcall  Partner's  One  Diamond  or  Club       .       .  78 

Overcalling  Partner's  Bid  of  Two 80 

Overbidding  Partner  when  he  has  been  Doubled   ...  81 

When  to  support  Bid  of  Partner  overcalled  by  Adversary  .  88 

When  to  advance  Partner's  Suit  Bid 93 


(    V    ) 


<i>  Contents  S? 

When  Player  should  Advance  his  own  Bid  without  Help 

from  Partner 97 

When  Player  should  increase  his  own  Suit  Bid      .       .       .  102 
A  Hand  that  has  bid  its  full  strength  should  be  silent         .  103 

Overbidding  adverse  No  Trump 106 

Value  of  a  Game ill 

Examples  of  Sound  and  Unsound  Bidding       .       .      .       .118 

PART  HI.  THE  PLAY. 

Relative  Importance  of  Play  and  Bidding         ....  141 

Examples  of  Play 145 

The  Most  Brilliant  Play  ever  made    ......  175 

PART  IV.   SPADE  BIDS. 

A  System  which  uses  the  Spade  Suit  in  the  Declaration     .   185 

Objections  to  Spade  Bids 190 

Answers  to  Objections 193 

Conclusions  from  Objections  and  Answers       ....  208 

Meaning  of  Spade  Bids 210 

High  Spade  Meanings 211 

Spade  Bids  in  Detail. 

One  Spade 213 

Two  Spades,  declared  by  Dealer 214 

Two  Spades,  Second  Hand 227 

Two  Spades,  Third  Hand 229 

Two  Spades,  Fourth  Hand         ...  ...  230 

Three  and  Four  Spades 231 

Bid  of  Five  Spades .  237 

Five  Spades,  over  Partner's  Bid  of  One  Club,  One 

Diamond,  or  One  No  Trump 246 

Five  Spades,  over  Partner's  No  Trump    ....  248 

Five  Spades  as  Secondary  Bid 250 

Six  and  Seven  Spades 259 

Who  may  make  these  Bids 268 

Most  important  part  of  these  Bids 269 

(   vi) 


0  Contents  ^ 


Another  Meaning 277 

The  Whole  Spade  System  considered 281 

Tables  of  Spade  Bids 282 

Defense  against  Spade  Bids 284 

Doubling  Spade  Bids 285 

Summary 286 

PART  V.  QUESTIONS  OF  DECLARATION  ON  WHICH 
DOCTORS  DISAGREE. 

Should  Bid  of  One  Spade  be  taken  out  by  Adversaries?     .  293 
Should  Diamonds  and  Clubs  be  Bid  originally  with  short 

strong  Suits? 301 

Are  Preemptive  Bids  advantageous? 312 

Should  Players  behind  on  Score  win  what  must  be  a  losing 

Rubber? 323 

Should  the  "Nullo"  Declaration  be  added  to  the  Game?  .  332 

Nullo  Value  in  Doubt 337 

Various  Nullo  Plans 340 

Advantages  of  the  Nullo 346 

Disadvantages  of  the  Nullo 347 

Consideration  of  the  Nullo  Argument 348 

Should  Nullo  be  8  or  10? 351 

Play  of  the  Nullo 352 

Declaration  of  the  Nullo 356 

The  Nullo  Rescue 363 

Preemptive  Bids 364 

The  Combination  Nullo 365 

The  One  Spade  Bid 366 

Nullo  Second  Hand 367 

Credit  for  Nullo 367 

PART  VI.  DUPLICATE   AND   PROGRESSIVE   AUC- 
TION. 

Duplicate  Auction 373 

How  to  play 37^ 

(   vii   ) 


4>  Contents  S? 


Laws 382 

How  Averages  are  Computed 387 

Various  Duplicate  Methods 387 

Team-of-Four  Match 388 

Matches  between  Teams  of  More  than  Four      .       .       .  391 

The  Score 393 

Pair  Contests  397 

Duplicate  Score-Sheets 402 

Mnemonic  Duplicate 405 

Plan  of  Contest  for  Two  Pairs         .      o       .       .       .       .  407 

Progressive  Auction 409 

Different  Methods  of  seating  Players 410 

Various  Schemes  concerning  Duration  of  Play  before 

Progression 412 

Plans  for  determining  Winner  415 

The  Question  of  Changing  Partners 419 

Which  Players  should  Progress,  and  how     ....  420 

Schedule  for  4  Tables 422 

When  Game  shall  end 423 

PART  VII.  FACTS  AND  FIGURES. 

Summary  of  Main  Features 430 

Analysis  of  500  Rubbers 430 

Scoring 440 

Centernett  Score-Sheet 441 

How  to  keep  the  Deal 444 

How  to  keep  the  Contract 444 

Changes  proposed  in  Count 445 

Plans  to  increase  Competition 448 

PART  VIII.  THE  DECISIONS  , 455 

PART  IX.  FOR  THE  BEGINNER. 

A  Rudimentary  Description  of  the  Game        .       .       .       .513 
The  Declaration 515 

(  vi"  ) 


0  Contents  <Q> 


The  Play • 519 

The  Scoring 521 

The  Honors 524 

The  Revoke 525 

Announcing  the  Score 526 

Score  of  the  Rubber 528 

Preliminary  Details '  .  529 

How  to  study  the  Game 530 

Criticism 532 

Placing  the  Cards 533 

Inferences  from  Original  Lead  at  No  Trump      .       .       .  537 
Inferences  from  Original  Lead  against  Trump  Declara- 
tion          "     .       .  542 

The  Bidding 544 

Playing  Personalities 545 

The  Play 546 

Second  Hand  Play  by  Eldest  Hand 547 

Second  Hand  Play  by  Pone 550 

Second  Hand  Play  by  Declarer 552 

Declarer's  Play  of  No  Trump 553 

Establishing  Suits 5S4 

Reentry 55^ 

Unblocking 560 

Ducking •  5^1 

Play  of  Honor  Combinations 5^3 

Classification  of  Honor  Combinations 564 

1st  Class:  Sequence 5^8 

2d  Class:  The  Finesse 5^9 

3d  Class:  Lead  toward  a  low  Honor 581 

4th  Class 587 

5th  Class 594 

6th  Class 594 

7th  Class 595 

GLOSSARY  OF  AUCTION  TERMS S97 


INTRODUCTION 

So  much  that  is  new  in  Auction  has  been  sug- 
gested in  the  brief  year  that  has  elapsed  since 
the  appearance  of  Auction  of  'To-Day  that  it  has 
been  found  to  be  impossible  by  additions  of 
reasonable  length  to  make  that  book  all  its  name 
implies.  To  accomplish  that  purpose  Auction 
'Developments  is  oifered  as  a  supplement. 

The  present  book  does  not  attempt  to  cover 
any  of  the  ground  of  Auction  of  To-Day^  but 
considers  subjects  not  therein  referred  to,  special 
attention  being  paid  to  Nullos,  the  Spade  bids, 
and  other  theories  which  have  developed  dur- 
ing 1913. 

The  Auction  statistics  which  appear  under 
the  head  of  "  Facts  and  Figures  "  have  been  com- 
piled and  are  published  with  the  hope  that  they 
may  prove  interesting  to  the  student  and  in- 
structive to  the  player. 

It  has  been  the  habit  of  writers  of  Auction 

textbooks  to  presume  that  their  readers  have  a 

more  or  less  thorough  knowledge  of  Bridge  or 

Whist,  and  consequently  to  avoid  the  mention 

(xi) 


4^  Introduction  S? 

of  elementary  topics  with  which  they  are  sup- 
posed to  be  familiar.  As  there  are  now  many  who 
have  taken  up  Auction,  or  who  contemplate 
so  doing,  and  who,  because  of  their  youth  or 
for  some  other  reason,  have  never  become  famil- 
iar with  either  of  the  older  games,  it  has  seemed 
advisable  to  include  in  Auction  Developments  a 
part  devoted  entirely  to  rudimentary  instruction 
which  the  beginner  cannot  elsewhere  find  in  print. 

As  was  the  case  with  Auction  of  'To-Day,  the 
title  of  this  book  refers  to  the  game  as  "Auc- 
tion," not  as  it  is  perhaps  more  commonly 
called,  "Auction  Bridge."  The  latter  is  plainly 
a  misnomer,  as  the  characteristic  of  the  declar- 
ation, which  caused  the  name  "  Bridge"  to  be  ap- 
plied to  that  form  of  whist  in  which  the  Dealer 
has  the  privilege  of  passing  the  make  to  his  part- 
ner, is  totally  absent  from  Auction. 

If  Auction  be  given  any  additional  name,  it 
should  unquestionably  be  called  "Auction 
Whist,"  but  that  seems  to  be  an  unnecessary 
complication  and  would  probably  prove  unpop- 
ular. To  call  the  game  "  Royal  Auction"  is 
manifestly  improper,   as   the   Royal   Spade  is 

(  X"  ) 


0  Introduction  * 

but  one  of  a  number  of  declarations.  The 
danger  that  using  the  word  "Auction"  alone 
may  cause  a  conflict  of  names  with  games  not 
of  the  Whist  family  which  have  a  bidding  feat- 
ure, is  not  at  all  serious ;  it  therefore  seems  that 
"Auction,"  without  any  other  explanatory  word, 
is  the  best  and  most  simple  name  for  the  most 
popular  card  game  of  the  decade. 

The  author  desires  to  acknowledge  the  valu- 
able assistance  that  he  has  received  in  the  prep- 
aration of  this  book  from  Mr.  Bryant  McCamp- 
bell,  of  St.  Louis,  Missouri,  and  from  Mr. 
Charles  S.  Thurston,  of  Saranac  Lake,  New 
York,  and  to  express  his  appreciation  of  the 
courtesy  of  the  Whist  Club  of  New  York  in 
permitting  the  publication  of  its  new  codes  which 
include  "The  Laws  of  Auction,"  "The  Laws 
of  Three-handed  Auction,"  and  "The  Laws  of 
Duplicate  Auction,"    all    adopted   November, 

1913- 

Further  acknowledgment  is  due  to  the  Whist 

Club  for  the  privilege  of  publishing  the  full  text 

of  all  the  recent  decisions  of  its  Card  Committee. 


PART   I 


AUCTION  DEVELOPMENTS 

PART  I 

THE  LAWS 

The  code  of  the  laws  of  Auction,  adopted  by 
the  Whist  Club  of  New  York,  November, 
1913,'  introduced  more  radical  changes  than 
have  hitherto  appeared  in  any  revision  made  by 
that  Club.  Practically  every  one  of  the  ninety- 
seven  laws  has  been  rewritten.  In  most  cases, 
the  alteration  has  been  for  the  purpose  of  mak- 
ing clear  some  question  that  has  arisen  concern- 
ing the  proper  interpretation  of  the  law,  but  in 
quite  a  number  of  instances,  material  changes 
have  been  made  and  several  new  penalties  have 
been  added. 

During  the  year  that  has  elapsed  since  the 
adoption  of  the  19 12  code.  Auction  has  been 
played  so  extensively  that  many  new  and  valu- 

*  This  code  has  been  adopted  by  the  Racquet  Club  of  Phila* 
delphia. 

(3) 


(^  Auction  Developments  S? 

able  ideas  in  relation  to  the  laws  have  been  sug- 
gested to  the  Card  Committee  of  the  Whist 
Club.  Every  proposition  has  received  the  most 
careful  consideration,  with  the  result  that  the 
new  code  in  some  respects  is  a  marked  depar- 
ture from  its  predecessors. 

A  summary  follows  of  the  most  notable  alter- 
ations, together  with  a  brief  explanation  of  the 
reasons  which  have  caused  the  adoption  of  the 
new  features. 

THE  ELIMINATION    OF  CHICANE 

The  total  elimination  of  chicane  from  the 
game  of  Auction  is  one  of  the^most  radical  of 
the  changes  introduced  by  the  new  code. 

Chicane  has  been  taken  out  of  the  game,  be- 
cause, while  it  was  perfectly  proper  as  a  com- 
ponent part  of  Bridge,  it  has  no  real  place  in  a 
bidding  game.  The  player  who  is  chicane  is 
thereby  enabled  to  advance  his  declaration  to  a 
much  higher  figure  than  would  otherwise  be 
the  case.  The  allowance  of  points  for  a  holding 
which  has  been  of  advantage  during  the  bidding 
gives  an  undue  value  to   the  possession  of  a 

(4) 


0  The  Laws  * 

blank  suit.  Furthermore  it  does  not  seem  fair 
that  a  player  who  bids  high  for  a  suit  in  order  to 
secure  an  honor  count  should  have  that  count 
decreased  merely  because  the  difficulty  of  his 
play  is  increased  by  all  the  adverse  trumps  be- 
ing in  one  hand.  It  becomes  evident,  therefore, 
that  chicane  in  Auction  is  an  unjust  valuation;  it 
is  really  merely  a  remnant  of  Bridge  which  has 
no  proper  place  in  the  newer  game. 

Another,  although  most  distinctly  a  minor, 
argument  in  favor  of  the  elimination  of  chicane 
is  that  the  computation  of  its  value  by  either  in- 
creasing or  decreasing  honors  has  proved  some- 
what difficult  for  scorers  whose  ability  in  mental 
arithmetic  is  limited. 

SHORTENING  THE  "LAST"   RUBBER 

A  new  law  (ii)  incorporates  a  provision  that 
is  sure  to  prove  a  popular  addition  to  the  code. 
Hitherto  when  the  conclusion  of  a  sitting  ap- 
proached and  one  or  more  players  had  a  lim- 
ited time  at  his  or  their  disposal,  it  frequently 
happened  that  he  or  they  were  obliged  either  to 
forego  the  "last"  rubber,  to  overstay  the  time 

(  5  ) 


(^  Auction  Developments  <s? 

set  aside  for  the  game,  to  abandon  an  unfifiished 
rubber,  or  to  postpone  the  conclusion  of  the 
play  until  some  other  day  when  the  four  players 
could  again  get  together.  None  of  these  plans 
has  proved  satisfactory,  and  the  prolongation  of 
the  "  last"  rubber  has  caused  many  an  Auction 
devotee  to  miss  his  train,  be  late  for  his  dinner, 
become  unpopular  in  the  family  circle,  etc. 

Now  all  this  is  changed  by  a  very  simple  ex- 
pedient. The  new  provision  is  that  when  a  rub- 
ber is  started  with  the  agreement  that  play  shall 
terminate  (i.e.,  no  new  deal  shall  commence)  at 
a  specified  time,  if  the  rubber  be  unfinished 
when  the  time  limit  is  reached,  the  score  is  made 
up  as  it  stands,  neither  side  receiving  250  for 
winning  a  rubber  which  has  not  been  won.  In 
view,  however,  of  the  material  advantage  in  posi- 
tion of  the  partnership  that  has  won  one  game, 
125  is  added  to  the  score  of  that  side.* 

Of  course,  if  the  play  end  during  the  rubber 
game,  it  does  not  matter  whether  the  125  be 
added,  as  it  will  equally  benefit  each  partner- 
ship. 

1  See  pages  1 1  2- 1 4  as  to  the  value  of  the  first  game. 

(6.) 


T^be  Laws  * 


PLAYING  WITH  LESS  THAN  THIRTEEN  CARDS 

Under  the  old  code  much  trouble  arose  from 
the  seeming  ambiguity  of  Laws  37,  38,  and  39 
concerning  incorrect  or  imperfect  packs.  Many 
disputes  were  occasioned  by  the  case  of  a  player 
who  proved  to  be  without  a  card  or  cards  that 
had  been  or  should  have  been  dealt  to  him. 

The  new  laws  remove  all  questions  upon  this 
point,  as  they  provide  that  there  must  be  a  new 
deal  if  the  pack  contain  less  than  fifty-two  cards, 
unless  the  missing  card  or  cards  should  be  found 
"  in  the  other  pack,  among  the  quitted  tricks, 
below  the  table,  or  in  any  other  place  which 
makes  it  possible  that  such  card  or  cards  were 
part  of  the  pack  during  the  deal."  When  that 
happens,  the  deal  stands  and  the  careless  one 
who  has  played  with  less  than  the  requisite  num- 
ber of  cards  is  liable  for  any  revokes  he  may 
have  made  (see  Law  40).  The  question  of 
whether  the  card  was  actually  dealt  to  the  player 
does  not  enter  into  the  consideration  ;  whether 
it  could  have  been  in  the  pack  during  the  deal 
is  the  only  point  to  be  determined.  It  is  there- 

(  7  ) 


<i>  Auction  Developments  7 

fore  most  advisable  for  every  player  to  count 
his  cards  before  the  start  of  the  declaration. 

"stealing"  the  adversaries'  cards 

Under  the  old  code  there  was  considerable 
doubt,  when  a  player  dealt  with  his  opponents' 
cards  and  the  mistake  was  not  corrected,  which 
pack  the  opponents  should  use  for  the  following 
deal.  Law  38  covers  this  point  by  allowing  the 
next  dealer  to  take  either  pack. 

SOME    NEW    LAWS 

Laws  50^^,  50/^,  and  50c  are  all  new  and  deserve 
careful  attention.  The  first-named  provides  a 
severe  but  deserved  penalty  for  an  offense  that 
under  the  old  code  was  allowed  to  pass  unpun- 
ishable. Law  z^ob  makes  clear  a  situation  that 
has  occasioned  much  argument,  and  50^  accu- 
rately determines  the  extent  of  consultation  per- 
mitted between  partners. 

The  novelty  in  Law  51  is  that  it  provides 
punishment  for  a  Dummy  who  during  the  play 
gives  the  Declarer  any  information  regarding  the 
bidding. 

(8) 


0  T^he  Laws  ♦ 

Law  54  contains  new  and  eminently  proper 
penalties.  In  the  past,  while  redoubling  more 
than  once,  doubling  a  partner's  declaration,  or 
redoubling  a  partner's  double  were  forbidden, 
these  offenses  were  not  penalized.  This  omis- 
sion especially  in  the  first-named  case  at  times 
produced  inequitable  results. 

A  player  who  is  caught  flag-flying  or  who  has 
any  hopeless  declaration  doubled  sometimes  re- 
doubles, as  a  desperate  chance,  with  the  object  of 
frightening  the  partner  of  the  doubler  into  some 
other  declaration.  Under  the  old  code,  when  the 
doubler  had  his  seat  on  the  left  of  the  redoubler, 
he  could  by  an  improper  redouble,  reinforce  his 
partner's  nerve,  and  yet  not  be  penalized  for 
his  breach  of  the  law.  Of  course  such  a  scheme  is 
grossly  irregular  and  would  never  be  employed 
by  an  honorable  player  familiar  with  Auction 
etiquette.  Such  an  incident,  however,  some- 
times happens  by  mistake;  it  is  also  possible 
that  a  player,  ignorant  of  Auction  customs, 
may  thoughtlessly  disregard  the  proprieties. 
Hereafter  the  offense  may  be  adequately  pun- 
ished. 

(  9  ) 


Auction  Developments  S? 


NEW    PRIVILEGES    FOR    THE    DUMMY 

A  most  drastic  change  has  been  made  in  Law 
60  which  concerns  the  Dummy.  Heretofore  that 
player  has  frequently  been  compelled  to  suffer 
because  his  partner  failed  to  detect  a  revoke,  or 
to  notice  an  exposed  card,  or  a  lead  from  the 
wrong  hand.  The  Dummy,  however,  often  made 
a  nuisance  of  himself  by  looking  over  one  or 
both  of  the  adverse  hands  and  sometimes  even 
wandered  round  to  watch  his  partner  play.  Now 
if  he  have  not  intentionally  looked  at  a  card  in 
the  hand  of  a  player,  he  is  allowed  to  call  the 
Declarer's  attention  to  an  adverse  revoke,  ex- 
posed card,  or  lead  from  the  wrong  hand,  without 
effecting  the  right  of  that  player  to  exact  penal- 
ties for  all  these  offenses.  This  should  aid  jus- 
tice, as  it  will  result  in  the  punishment  of  many 
offenses  which  an  agitated  or  inexperienced  De- 
clarer might  overlook.  It  will  also  materially 
decrease,  if  not  eliminate,  the  so-called  "rubber- 
ing" practice,  which  has  become  distinctly  ob- 
jectionable. 

(  10) 


0  The  haws       ~  ^ 


MORE    NEW    LAWS 

Another  new  law  ijod)  covers  the  case  in 
which  an  adversary  of  the  Declarer  exposes  his 
last  card  before  his  partner  plays  to  the  twelfth 
trick;  it  provides  that  when  this  occurs  the  two 
cards  in  the  partner's  hand  become  exposed, 
must  be  laid  on  the  table,  and  are  subject  to  call. 
Under  the  old  code  this  offense  could  not  be 
penalized. 

Law  80  contains  a  new  and  important  pro- 
vision which  is  of  the  same  general  character  as 
70^,  and  Law  90  creates  a  penalty  of  25  points 
for  a  player  who  looks  at  a  trick  which  has  been 
turned  and  quitted.  Under  the  old  code  this 
was  forbidden,  but  not  penalized. 

THE    REVOKE    PENALTY    REDUCED 

One  of  the  most  troublesome  questions  the 
framers  of  the  laws  have  been  called  upon  to 
determine  is  what  should  be  the  penalty  for 
a  revoke.  The  offense  is  admittedly  serious 
when  it  affects  the  result,  but  the  vast  majority 
of  revokes  are  careless  acts  of  no  possible  bene- 

(  II  ) 


4>  Auction  Developments  7 

fit  to  the  guilty  player  or  his  partner.  Many 
revokes  are  made  by  the  holder  of  a  trickless 
hand  who  plays  his  last  few  cards  carelessly. 

At  times  even  150  is  an  insufficient  penalty, 
but  in  nine  cases  out  of  ten  it  is  unduly 
severe. 

It  has  therefore  been  reduced  to  100  which 
in  almost  every  instance  will  make  the  punish- 
ment more  nearly  fit  the  crime. 

There  are  a  number  of  other  changes,  possibly 
not  so  important  as  those  above  noted,  which 
demand  careful  examination. 

I 

SLAM    VALUES    NOT    INCREASED 

Certain  English  and  Continental  clubs  having 
increased  the  values  of  Little  Slam  and  Slam  from 
20  and  40  to  50  and  100  respectively,  strong 
pressure  was  brought  to  have  a  similar  change 
made  here.  The  argument  in  its  favor  is  that 
the  retention  in  Auction  of  the  Bridge  values 
for  Slam  and  Little  Slam  has  been  a  mistake. 

In  Bridge,  the  Slam  rating  was  very  low,  yet 
in  spite  of  this  and  of  the  generally  higher  val- 
uations which  have  obtained  in  Auction  (for  ex- 
(  12  ) 


0  T^he  Laws  * 

ample,  a  rubber  bonus  of  250  instead  of  100), 
the  count  for  Slam  has  not  been  changed.  It 
is  contended  that  the  reward  for  a  Declarer  who 
by  skillful  play  wins  twelve  or  thirteen  tricks 
should  be  greater  than  the  insignificant  sum  he 
has  received.  The  theory  is  that  it  should  rank 
at  least  with  the  score  for  potential  honors,  the 
holding  of  which  is,  of  course,  entirely  a  matter 
of  luck. 

It  is  not  only  by  an  advance  of  one  hundred 
and  fifty  per  cent  that  it  has  been  suggested  that 
the  Slam  values  be  increased.  A  new  feature  pro- 
posed is  that,  whenever  the  Declarer  contracts 
to  make  a  Slam,  —  that  is,  when  he  bids  to  take 
twelve  or  thirteen  tricks  —  and  succeeds,  he  shall 
receive  an  additional  bonus.  Upon  this  basis,  if 
a  Grand  Slam  be  declared  and  made,  it  would 
count  250;  if  a  Little  Slam  be  the  contract  and 
a  Grand  Slam  be  made,  it  would  count  200 ;  if 
a  Little  Slam  be  the  bid,  and  the  contract  be  ful- 
filled, the  premium  would  be  150. 

This  liberal  addition  to  the  Slam  values  is  ad- 
vocated by  those  who  believe  that  there  should 
be  a  larger  reward  for  the  bold  bidder  and  bril- 

(   13  ) 


<i>  Auction  Developments  7 

liant  player  who  dares  to  make  a  call  as  high  as 
6  or  J  and  who  is  able  successfully  to  carry  out 
his  venturesome  undertaking.  It  is  contended 
that  the  player  who  bids  7  and  fulfills  his  con- 
tract deserves  greater  recognition  than  that  to 
which  he  is  entitled  for  bidding  i  and  making 
7,  that  the  additional  risk  clearly  merits  an  in- 
creased compensation.  The  proposed  values 
are:  — 

(i)  2,50  for  Grand  Slam,  if  7  be  bid; 

(2)  aoo  for  Grand  Slam,  if  6  be  bid; 

(3)  150  for  Little  Slam,  if  6  be  bid; 

(4)  100  for  Grand  Slam,  if  less  than  6.  be  bid; 

(5)  50  for  Little  Slam,  if  less  than  6  be  bid. 

While  this  idea  contains  many  attractive  and 
popular  features,  it  has  not  been  adopted  in 
whole  or  in  part  because  it  is  feared  it  would 
have  the  tendency  to  make  the  game  larger 
and  unduly  increase  the  value  of  big  hands. 

The  new  code  in  full  and  also  the  new  eti- 
quette follow. 


(  H  ) 


0  T^he  Laws  <S> 

THE   LAWS    OF   AUCTION 

(Adopted  by  the  Whist  Club  of  New  York,  November,  1913.) 
THE    RUBBER 

1.  The  partners  first  winning  two  games  win 
the  rubber.  When  the  first  two  games  decide 
the  rubber,  a  third  is  not  played. 

SCORING 

2.  Each  side  has  a  trick  score  and  a  score  for 
all  other  counts,  generally  known  as  the  honor 
score.  In  the  trick  score  the  only  entries  made 
are  points  for  tricks  won  (see  Law  3),  which 
count  both  toward  the  game  and  in  the  total  of 
the  rubber.         • 

All  other  points,  including  honors,  penalties, 
Slam,  Little  Slam,  and  undertricks,  are  recorded 
in  the  honor  score,  which  counts  only  in  the 
total  of  the  rubber. 

3.  When  the  Declarer  wins  the  number  of 
tricks  bid  or  more,  each  above  six  counts,  on 
the  trick  score,  two  points  when  Spades  are 
trumps,  six  when  Clubs  are  trumps,  seven  when 

<  '5) 


♦ 


Auction  Developments 


S? 


Diamonds  are  trumps,  eight  when  Hearts  are 
trumps,  nine  when  Royal  Spades  are  trumps, 
and  ten  when  the  declaration  is  No  Trump. 

4.  A  game  consists  of  thirty  points  made  by 
tricks  alone.  Every  deal  is  played  out,  whether 
or  not  during  it  the  game  be  concluded,  and  any 
points  made  (even  if  in  excess  of  thirty)  are 
counted. 

5.  The  Ace,  King,  Queen,  Knave,  and  Ten 
of  the  trump  suit  are  the  honors;  when  No 
Trump  is  declared,  the  Aces  are  the  honors. 

6.  Honors  are  credited  to  the  original  holders ; 
they  are  valued  as  follows:  — 


WHEN    A    TRUMP    IS    DECLARED 


3* 

honors  held  between  partners                     equal  value  of    2 

trie 

4 

<C             «<                ((                    «                                              (<              (<         <(       ^ 

S 

((             <<                 (<                    ((                                              ((              (<         <(        c 

4 

"  in  1  hand                                              "         "      "     8 

4 

'<  <'  "     "      (5th  in  partner's  hand)     "        "      "     9 

5 

"  in  I  hand                                              "        "      "  10 

Frequently  called  "  simple  honors. 


WHEN    NO    TRUMP    IS    DECLARED 
3  Aces  held  between  partners  count    30 


in  one  hand      "      100 


(    16) 


0  The  Laws  i^ 

7.  Slam  is  made  when  partners  take  thirteen 
tricks.'   It  counts  40  points  in  the  honor  score. 

8.  Little  Slam  is  made  when  partners  take 
twelve  tricks.*  It  counts  20  points  in  the  honor 
score. 

9.  The  value  of  honors,  Slam  or  Little  Slam, 
is  not  affected  by  doubling  or  redoubling. 

10.  At  the  conclusion  of  a  rubber,  the  trick 
and  honor  scores  of  each  side  are  added  and  250 
additional  points  added  to  the  score  of  the  win- 
ners of  the  rubber.  The  size  of  the  rubber  is 
the  difference  between  the  completed  scores.  If 
the  score  of  the  losers  of  the  rubber  exceed  that 
of  the  winners,  the  losers  win  the  amount  of  the 
excess. 

1 1.  When  a  rubber  is  started  with  the  agree- 

'  Law  84  prohibits  a  revoking  side  from  scoring  Slam, 
and  provides  that  tricks  received  by  the  Declarer  as  penalty 
for  a  revoke  shall  not  entitle  him  to  a  Slam  not  otherwise 
obtained. 

*  Law  84  prohibits  a  revoking  side  from  scoring  Little' Slam, 
and  provides  that  tricks  received  by  the  Declarer  as  penalty  for 
a  revoke  shall  not  entitle  him  to  a  Little  Slam  not  otherwise 
obtained.  If  a  Declarer  bid  7  and  take  twelve  tricks  he  counts 
20  for  Little  Slam,  although  his  declaration  fails. 

(    17   ) 


4^  Auction  Developments  S? 

ment  that  the  play  shall  terminate  (i.e.,  no  new 
deal  shall  commence)  at  a  specified  time,  and 
the  rubber  is  unfinished  at  that  hour,  the  score 
is  made  up  as  it  stands,  125  being  added  to  the 
score  of  the  winners  of  a  game.  A  deal  if  started 
must  be  finished. 

12.  A  proved  error  in  the  honor  score  may 
be  corrected  at  any  time  before  the  score  of  the 
rubber  has  been  made  up  and  agreed  upon. 

13.  A  proved  error  in  the  trick  score  may  be 
corrected  at  any  time  before  a  declaration  has 
been  made  in  the  following  game,  or  if  it  occur 
in  the  final  game  of  the  rubber  before  the  score 
has  been  made  up  and  agreed  upon. 

CUTTING 

14.  In  cutting,  the  ace  is  the  lowest  card;  be- 
tween cards  of  otherwise  equal  value,  the  Heart 
is  the  lowest,  the  Diamond  next,  the  Club  next, 
and  Spade  the  highest. 

15.  Every  player  must  cut  from  the  same 
pack. 

16.  Should  a  player  expose  more  than  one 
card,  the  highest  is  his  cut. 

(  18  ) 


0  ne  Laws  * 

FORMING    TABLES 

17.  Those  first  in  the  room  have  the  prior 
right  to  play.  Candidates  of  equal  standing  de- 
cide their  order  by  cutting;  those  who  cut  low- 
est play  first. 

18.  Six  players  constitute  a  complete  table. 

1 9.  After  the  table  has  been  formed,  the  play- 
ers cut  to  decide  upon  partners,  the  two  lower 
play  against  the  two  higher.  The  lowest  is  the 
Dealer,  who  has  choice  of  cards  and  seats, 
and  having  made  his  selection,  must  abide 
by  it.' 

20.  The  right  to  succeed  players,  as  they  re- 
tire, is  acquired  by  announcing  the  desire  to  do 
so,  and  such  announcements,  in  the  order  made, 
entitle  candidates  to  fill  vacancies  as  they 
occur. 

CUTTING    OUT 

21.  If,  at  the  end  of  a  rubber,  admission  be 
claimed  by  one  or  two  candidates,  the  player  or 
players  who  have  played  the  greatest  number 

*  He  may  consult  his  partner  before  making  his  decision. 

(    19) 


<:^  Auction  Developments  S? 

of  consecutive  rubbers  withdraw;  when  all  have 
played  the  same  number,  they  cut  to  decide 
upon  the  outgoers;  the  highest  are  out.' 

RIGHT    OF    ENTRY 

11.  At  the  end  of  a  rubber  a  candidate  is  not 
entitled  to  enter  a  table  unless  he  declare  his 
intention  before  any  player  cut,  either  for  part- 
ners, for  a  new  rubber,  or  for  cutting  out. 

23.  In  the  formation  of  new  tables  candidates 
who  have  not  played  at  an  existing  table  have 
the  prior  right  of  entry.  Others  decide  their 
right  to  admission  by  cutting. 

14.  When  one  or  more  players  belonging  to 
an  existing  table  aid  in  making  up  a  new  one, 
which  cannot  be  formed  without  him  or  them,  he 
or  they  shall  be  the  last  to  cut  out. 

25.  A  player  belonging  to  one  table  who 
enters  another,  or  announces  a  desire  to  do  so, 
forfeits  his  rights  at  his  original  table,  unless  the 
new  table  cannot  be  formed  without  him,  in 
which  case  he  may  retain  his  position  at  his 
original  table  by  announcing  his  intention  to  re- 
■  See  Law  1 4  as  to  value  of  cards  in  cutting. 
(    20    ) 


0  The  Laws  * 

turn  as  soon  as  his  place  at  the  new  table  can 
be  filled. 

a6.  Should  a  player  leave  a  table  during  the 
progress  of  a  rubber,  he  may,  with  the  consent 
of  the  three  others,  appoint  a  substitute  to  play 
during  his  absence;  but  such  appointment  be- 
comes void  upon  the  conclusion  of  the  rubber, 
and  does  not  in  any  way  affect  the  rights  of  the 
substitute.  * 

27.  If  a  player  break  up  a  table,  the  others 
have  a  prior  right  of  entry  elsewhere. 

SHUFFLING 

28.  The  pagk  must  not  be  shuffled  below  the 
table  nor  so  the  face  of  any  card  be  seen. 

-29.  The  Dealer's  partner  must  collect  the 
cards  from  the  preceding  deal  and  has  the  right 
to  shuffle  first.  Each  player  has  the  right  to 
shuffle  subsequently.  The  Dealer  has  the  right 
to  shuffle  last,  but  should  a  card  or  cards  be 
seen  during  his  shuffling  or  while  giving  the 
pack  to  be  cut,  he  must  reshuffle. 

30.  After  shuffling,  the  cards  properly  col- 
lected must  be  placed  face  downward  to  the  left 

(  2'  ) 


<i>  Auction  Developments  S? 

of  the  next  Dealer,  where  they  must  remain  un- 
touched until  the  end  of  the  current  deal. 

THE    DEAL 

3 1 .  Players  deal  in  turn ;  the  order  of  dealing 
is  to  the  left. 

32.  Immediately  before  the  deal,  the  player 
on  the  Dealer's  right  cuts,  so  that  each  packet 
contains  at  least  four  cards.  If  in  or  after  cutting, 
and  prior  to  the  beginning  of  the  deal,  a  card 
be  exposed,  or  if  any  doubt  exist  as  to  the  place 
of  the  cut,  the  Dealer  must  reshuffle  and  the 
same  player  must  cut  again. 

2)2'  After  the  pack  has  been  properly  cut,  it 
should  not  be  reshuffled  or  recut  except  as  pro- 
vided in  Law  32. 

34.  Should  the  Dealer  shuffle  after  the  cut, 
his  adversaries  may  also  shuffle  and  the  pack 
must  be  cut  again. 

2S'  The  fifty-two  cards  must  be  dealt  face 
downward.  The  deal,  is  completed  when  the  last 
card  is  dealt. 

2^.   In  the  event  of  a  misdeal,  the  same  pack 
must  be  dealt  again  by  the  same  player. 
(22) 


0  T^he  Laws  * 

A    NEW    DEAL 

37.  There  MUSI"  be  a  new  deal:  — 

{a)  If  the  cards  be  not  dealt,  beginning  at 
the  Dealer's  left  into  four  packets  one 
at  a  time  and  in  regular  rotation. 

{b)  If  during  a  deal  or  during  the  play  the 
pack  be  proved  incorrect. 

{c)  If  during  a  deal  any  card  be  faced  in  the 
pack  or  exposed,  on,  above,  or  below 
the  table. 

{d)  If  more  than  thirteen  cards  be  dealt  to 
any  player.' 

((?)  If  the  last  card  do  not  come  in  its  regu- 
lar order  to  the  Dealer. 

(/)  If  the  Dealer  omit  having  the  pack  cut, 
deal  out  of  turn  or  with  the  adversaries' 
cards,  and  either  adversary  call  atten- 
tion to  the  fact  before  the  end  of  the 
deal  and  before  looking  at  any  of  his 
cards. 

'  This  error,  whenever  discovered,   renders   a  new  deal 
necessary. 

(   23   ) 


(^  Auction  Developments  V 

38.  Should  a  correction  of  any  offense  men- 
tioned in  3  7/  not  be  made  in  time,  or  should  an 
adversary  who  has  looked  at  any  of  his  cards 
be  the  first  to  call  attention  to  the  error,  the  deal 
stands,  and  the  game  proceeds  as  if  the  deal  had 
been  correct,  the  player  to  the  left  dealing  next. 
When  the  deal  has  been  with  the  wrong  cards, 
the  next  dealer  may  take  whichever  pack  he 
prefers. 

39.  If,  prior  to  the  cut  for  the  following  deal, 
a  pack  be  proved  incorrect,  the  deal  is  void,  but 
all  prior  scores  stand.' 

The  pack  is  not  incorrect  when  a  missing 
card  or  cards  are  found  in  the  other  pack,  among 
the  quitted  tricks,  below  the  table,  or  in  any  other 
place  which  makes  it  possible  that  such  card  or 
cards  were  part  of  the  pack  during  the  deal. 

40.  Should  three  players  have  their  proper 
number  of  cards,  the  Fourth,  less,  the  missing 
card  or  cards,  if  found,  belong  to  him,  and  he, 
unless  Dummy,  is  answerable  for  any  established 
revoke  or  revokes  he  may  have  made  just  as  if 

1  A  correct  pack  contains  exactly  fifty -two  cards,  one  of 
each  denomination. 

(    24   ) 


0  The  Laws  <?> 

the  missing  card  or  cards  had  been  continuously 
in  his  hand.  When  a  card  is  missing,  any  player 
may  search  the  other  pack,  the  quitted  tricks, 
or  elsewhere  for  it. 

If  before,  during,  or  at  the  conclusion  of  play, 
one  player  hold  more  than  the  proper  number 
of  cards,  and  another  less,  the  deal  is  void. 

41.  A  player  may  not  cut,  shuffle,  or  deal 
for  his  partner  if  either  adversary  object. 

THE    DECLARATION 

42.  The  Dealer,  having  examined  his  hand, 
must  declare  to  win  at  least  one  odd  trick,'  either 
with  a  specified  suit,  or  at  No  Trump. 

43.  After  the  Dealer  has  declared,  each  player 
in  turn,  beginning  on  the  Dealer's  left,  must 
pass,  make  a  higher  declaration,  double  the  last 
declaration,  or  redouble  a  declaration  which  has 
been  doubled,  subject  to  the  provisions  of  Law 

54. 

44.  A  declarationofagreaternumberof  tricks 

in  a  suit  of  lower  value,  which  equals  the  last  dec- 
laration in  value  of  points,  is  a  higher  declara- 
'  One  trick  more  than  six. 
(   25   ) 


4i  Auction  Developments  V 

tion,  e.g.,  a  declaration  of  "Three  Spades"  is 
higher  than  "  One  Club." 

45.  A  player  in  his  turn  may  overbid  the  pre- 
vious adverse  declaration  any  number  of  times, 
and  may  also  overbid  his  partner,  but  he  cannot 
overbid  his  own  declaration  which  has  been 
passed  by  the  three  others. 

46.  The  player  who  makes  the  final  declara- 
tion '  must  play  the  combined  hands,  his  partner 
becoming  Dummy, unless  thesuitor  No  Trump 
finally  declared  was  bid  by  the  partner  before  it 
was  called  by  the  final  declarer,  in  which  case 
the  partner,  no  matter  what  bids  have  intervened, 
must  play  the  combined  hands. 

47.  When  the  player  of  the  two  hands  (here- 
inafter termed  "The  Declarer")  wins  at  least 
as  many  tricks  as  he  declared,  he  scores  the  full 
value  of  the  tricks  won  (see  Law  3).^ 

47^.  When  the  Declarer  fails  to  win  as  many 
tricks  as  he  declares,  neither  he  nor  his  adver- 

'  A  declaration  becomes  final  when  it  has  been  passed  by 
three  players. 

^  For  amount  scored  by  Declarer,  if  doubled,  see  Laws  5  3 
and  56. 

(   26   ) 


0  The  Laws  <?> 

saries  score  anything  toward  the  game,  but  his 
adversaries  score  in  their  honor  column  50  points 
for  each  undertrick  (i.e.,  each  trick  short  of  the 
numberdeclared).  If  the  declaration  be  doubled, 
the  adversaries  score  100  points,  if  redoubled, 
200  points,  for  each  undertrick. 

48.  The  loss  on  the  Dealer's  original  declara- 
tion of  "One  Spade"  is  limited  to  100  points, 
whether  doubled  or  not,  unless  redoubled.  Hon- 
ors are  scored  as  held. 

49.  If  a  player  make  a  declaration  (other  than 
passing)  out  of  turn,  either  adversary  may  de- 
mand a  new  deal,  or  may  allow  such  declaration 
to  stand,  in  which  case  the  bidding  shall  con- 
tinue as  if  the  declaration  had  been  in  turn. 

If  a  player  pass  out  of  turn,  the  order  of  the 
bidding  is  not  affected,  i.e.,  it  is  still  the  turn  of 
the  player  to  the  left  of  the  last  declarer.  The 
player  who  has  passed  out  of  turn  may  reenter 
the  bidding  in  his  proper  turn  if  the  declaration 
he  has  passed  be  overbid  or  doubled. 

50.  If  a  player  make  an  insufficient  or  impos- 
sible declaration,  either  adversary  may  demand 
that  it  be  penalized.  The  penalty  for  an  insuf- 

(  27  ) 


<^  Auction  Developments  S? 

ficient  declaration  is  that  the  bid  is  made  suf- 
ficient in  the  declaration  named  and  the  partner 
of  the  Declarer  may  not  further  declare  unless 
an  adversary  subsequently  bid  or  double.  The 
penalty  for  an  impossible  declaration  is  that  the 
bid  is  made  seven  in  the  suit  named  and  the 
partner  of  the  Declarer  may  not  further  declare 
unless  an  adversary  subsequently  bid  or  double. 
Either  adversary,  instead  of  penalizing  an  im- 
possible declaration,  may  demand  a  new  deal,  or 
that  the  last  declaration  made  on  behalf  of  his 
partnership  become  the  final  declaration. 

50^.  If  a  player  who  has  been  debarred  from 
bidding  under  Laws  50  or  6c^^  during  the  period 
of  such  prohibition,  make  any  declaration  (other 
than  passing),  either  adversary  may  decide 
whether  such  declaration  stand,  and  neither  the 
offending  player  nor  his  partner  may  further 
participate  in  the  bidding  even  if  the  adversa- 
ries double  or  declare. 

50^.  A  penalty  for  a  declaration  out  of  turn 
(see  Law  49),  an  insufficient  or  impossible  dec- 
laration (see  Law  50),  or  a  bid  when  prohibited 
(see  Law  50^)  may  not  be  enforced  if  either 
(  28  ) 


0  The  haws  ^ 

adversary  pass,  double,  or  declare  before  the 
penalty  be  demanded/ 

50«r.  Laws  which  give  to  either  adversary  the 
right  to  enforce  a  penalty,  do  not  permit  un- 
limited consultation.  Either  adversary  may  call 
attention  to  the  offense  and  select  the  penalty  or 
may  say,  "  Partner,  you  determine  the  penalty," 
or  words  to  that  effect.  Any  other  consultation 
is  not  permitted,"  and  if  it  take  place,  the  right 
to  demand  any  penalty  is  lost.  The  first  de- 
cision made  by  either  adversary  is  final  and  can- 
not be  altered. 

51.  At  any  time  during  the  declaration,  a 
question  asked  by  a  player  concerning  any  pre- 
vious bid  must  be  answered,  but,  after  the  final 
declaration  has  been  accepted,  if  an  adversary  of 
the  Declarer  inform  his  partner  regarding  any 
previous  declaration,  the  Declarer  may  call  a 
lead  from  the  adversary  whose  next  turn  it  is  to 

'  When  the  penalty  for  an  insufficient  declaration  is  not  de- 
manded, the  bid  over  which  it  was  made  may  be  repeated  un- 
less some  higher  bid  have  intervened. 

*  The  question  **  Partner,  will  you  select  the  penalty  or 
shall  I  ?  "  is  a  form  of  consultation  which  is  prohibited. 

(   29   ) 


♦  Auction  Developments  S? 

lead.  If  the  Dummy  give  such  information  to 
the  Declarer,  either  adversary  of  the  Declarer 
may  call  a  lead.  A  player,  however,  at  any  time 
may  ask  what  declaration  is  being  played  and  the 
question  must  be  answered. 

52.  A  declaration  legitimately  made  cannot 
be  changed  after  the  next  player  pass,  declare, 
or  double.  Prior  to  such  action  a  declaration  in- 
advertently made  may  be  corrected.  If,  prior  to 
such  correction,  an  adversary  call  attention  to 
an  insufficient  or  impossible  declaration,  it  may 
not  thereafter  be  corrected  nor  may  the  penalty 
be  avoided. 

DOUBLING    AND    REDOUBLING 

^2'  Doubling  and  redoubling  doubles  and 
quadruples  the  value  of  each  trick  over  six,  but 
it  does  not  alter  the  value  of  a  declaration;  e.g., 
a  declaration  of  "Three  Clubs"  is  higher  than 
"Two  Royal  Spades"  doubled  or  redoubled. 

54.  Any  declaration  may  be  doubled  and  re- 
doubled once,  but  not  more  ;  a  player  may  not 
double  his  partner's  declaration,  nor  redouble 
his  partner's  double,  but  he  may  redouble  a  dec- 
(  30  ) 


0  T^he  Laws  ^ 

laration  of  his  partner  which  has  been  doubled 
by  an  adversary. 

The  penalty  for  redoubling  more  than  once 
is  lOO  points  in  the  adverse  honor  score  or  a 
new  deal;  for  doubling  a  partner's  declaration 
or  redoubling  a  partner's  double  it  is  50  points 
in  the  adverse  honor  score.  Either  adversary 
may  demand  any  penalty  enforceable  under  this 
law. 

55.  Doubling  or  redoubling  reopens  the 
bidding.  When  a  declaration  has  been  doubled 
or  redoubled,  any  one  of  the  three  succeeding 
players,  including  the  player  whose  declaration 
has  been  doubled,  may,  in  his  proper  turn,  make 
a  further  declaration  of  higher  value. 

56.  When  a  player  whose  declaration  has  been 
doubled  wins  the  declared  number  of  tricks,  he 
scores  a  bonus  of  50  points  in  his  honor  score, 
and  a  further  50  points  for  each  additional  trick. 
When  he  or  his  partner  has  redoubled,  he 
scores  100  points  for  making  the  contract  and 
an  additional  100  for  each  extra  trick. 

57.  A  double  or  redouble  is  a  declaration, 
and  a  player  who  doubles  or  redoubles  out  of 

(  31  ) 


<^  Auction  Developments  ^ 

turn  is  subject  to  the  penalty  provided  by  Law 

49- 

58.  After  the  final  declaration  has  been  ac- 
cepted, the  play  begins;  the  player  on  the  left 
of  the  Declarer  leads. 


DUMMY 

59.  As  soon  as  the  player  on  the  left  of  the 
Declarer  leads,  the  Declarer's  partner  places  his 
cards  face  upward  on  the  table,  and  the  Declarer 
plays  the  cards  from  that  hand. 

60.  The  partner  of  the  Declarer  has  all  the 
rights  of  a  player,  including  the  right  to  call  at- 
tention to  a  lead  from  the  wrong  hand,'  until 
his  cards  are  placed  face  upward  on  the  table. 
He  becomes  the  Dummy  then  and  takes  no 
part  whatever  in  the  play,  except  that  he  has  the 
right:  — 

{a)  To  call  the  Declarer's  attention  to  the 
fact  that  too  many  or  too  few  cards  have 
been  played  to  a  trick; 

»  The  penalty  is  determined  by  the  Declarer  (see  Law  66). 
(   32) 


0  The  Laws  <?) 

{h)  to  correct  an  improper  claim  of  either 
adversary ; 

{c)  to  call  attention  to  a  trick  erroneously 
taken  by  either  side; 

(^)  to  participate  in  the  discussion  of  any  dis- 
puted question  of  fact  after  it  has  arisen 
between  the  Declarer  and  either  adversary; 

{e)  to  correct  an  erroneous  score; 

(/)  to  consult  with  and  advise  the  Declarer 
as  to  which  penalty  to  exact  for  a  revoke ; 

{g)  to  ask  the  Declarer  whether  he  have  any 
of  a  suit  he  has  renounced. 

The  Dummy,  if  he  have  not  intentionally 
looked  at  any  card  in  the  hand  of  a  player,  has 
also  the  following  additional  rights:  — 

{h)  To  call  the  attention  of  the  Declarer  to 
an  established  adverse  revoke ; 

(/')  to  call  the  attention  of  the  Declarer  to  a 
card  exposed  by  an  adversary  or  to  an 
adverse  lead  out  of  turn. 

6i.  Should  the  Dummy  call  attention  to  any 
other  incident  in  the  play  in  consequence  of 
which  any  penalty  might   have  been  exacted, 
(  33  ) 


4>  Auction  Developments  7 

the  Declarermay  not  exact  such  penalty.  Should 
the  Dummy  avail  himself  of  rights  {h)  or  (/), 
after  intentionally  looking  at  a  card  in  the  hand 
of  a  player,  the  Declarer  may  not  exact  any 
penalty  for  the  offense  in  question. 

62.  If  the  Dummy,  by  touching  a  card  or 
otherwise,  suggest  the  play  of  one  of  his  cards, 
either  adversary  may  require  the  Declarer  to 
play  or  not  to  play  such  card. 

62a.  If  the  Dummy  call  to  the  attention  of 
the  Declarer  that  he  is  about  to  lead  from  the 
wrong  hand,  either  adversary  may  require  that 
the  lead  be  made  from  that  hand. 

63.  Dummy  is  not  subject  to  the  revoke  pen- 
alty; if  he  revoke  and  the  error  be  not  discov- 
ered until  the  trick  be  turned  and  quitted, 
whether  by  the  rightful  winners  or  not,  the  trick 
must  stand. 

64.  A  card  from  the  Declarer's  hand  is  not 
played  until  actually  quitted,  but  should  he 
name  or  touch  a  card  in  the  Dummy,  such  card 
is  played  unless  he  say,  "  1  arrange,"  or  words 
to  that  effect.  If  he  simultaneously  touch  two 
or  more  such  cards,  he  may  elect  which  to  play. 

(34) 


0  T^he  Laws  * 


CARDS    EXPOSED    BEFORE    PLAY 

65.  After  the  deal  and  before  the  declaration 
has  been  finally  determined,  if  any  player  lead 
or  expose  a  card,  his  partner  may  not  there- 
after bid  or  double  during  that  declaration,'  and 
the  card  is  subject  to  call/  When  the  partner 
of  the  offending  player  is  the  original  leader, 
the  Declarer  may  also  prohibit  the  initial  lead 
of  the  suit  of  the  exposed  card. 

66.  After  the  final  declaration  has  been  ac- 
cepted and  before  the  lead,  if  the  partner  of  the 
proper  leader  expose  or  lead  a  card,  the  Declarer 
may  treat  it  as  exposed  or  may  call  a  suit  from 
the  proper  leader.  A  card  exposed  by  the  leader, 
after  the  final  declaration  and  before  the  lead,  is 
subject  to  call. 

CARDS    EXPOSED    DURING    PLAY 

67.  After  the  original  lead,  all  cards  exposed 
by  the  Declarer's  adversaries  are  liable  to  be 
called  and  must  be  left  face  upward  on  the  table. 

'  See  Law  50^. 

'  If  more  than  one  card  be  exposed,  all  may  be  called. 

(  35  ) 


(^  Auction  Developments  ^ 

68.  The  following  are  exposed  cards:  — 

(i)  Two  ormore  cards  played  simultaneously ; 

(2)  a  card  dropped  face  upward  on  the  table, 
even  though  snatched  up  so  quickly  that 
it  cannot  be  named; 

(3)  a  card  so  held  by  a  player  that  his  partner 
sees  any  portion  of  its  face ; 

(4)  a  card  mentioned  by  either  adversary  as 
being  held  in  his  or  his  partner's  hand. 

69.  A  card  dropped  on  the  floor  or  elsewhere 
below  the  table,  or  so  held  that  it  is  seen  by  an 
adversary  but  not  by  the  partner,  is  not  an  ex- 
posed card. 

70.  Two  or  more  cards  played  simultaneously 
by  either  of  the  Declarer's  adversaries  gives  the 
Declarer  the  right  to  call  any  one  of  such  cards 
to  the  current  trick,  and  to  treat  the  other  card 
or  cards  as  exposed. 

70^.  Should  an  adversary  of  the  Declarer 
expose  his  last  card  before  his  partner  play  to 
the  twelfth  trick,  the  two  cards  in  his  partner's 
hand  become  exposed,  must  be  laid  face  upward 
on  the  table,  and  are  subject  to  call. 
(  36) 


0  The  Laws  ^ 

71.  If,  without  waiting  for  his  partner  to 
play,  either  of  the  Declarer's  adversaries  play  or 
lead  a  winning  card,  as  against  the  Declarer  and 
Dummy  and  continue  (without  waiting  for  his 
partner  to  play)  to  lead  several  such  cards,  the 
Declarer  may  demand  that  the  partner  of  the 
player  in  fault  win,  if  he  can,  the  first  or  any 
other  of  these  tricks.  The  other  cards  thus  im- 
properly played  are  exposed. 

72.  If  either  or  both  of  the  Declarer's  adver- 
saries throw  his  or  their  cards  face  upward  on 
the  table,  such  cards  are  exposed  and  liable  to 
be  called;  but  if  either  adversary  retain  his  hand, 
he  cannot  be  forced  to  abandon  it.  Cards  ex- 
posed by  the  Declarer  are  not  liable  to  be  called. 
If  the  Declarer  say,  "  I  have  the  rest,"  or  any 
words  indicating  the  remaining  tricks  or  any 
number  thereof  are  his,  he  may  be  required  to 
place  his  cards  face  upward  on  the  table.  He  is 
not  then  allowed  to  call  any  cards  his  adversaries 
may  have  exposed,  nor  to  take  any  finesse  not 
previously  proven  a  winner  unless  he  announce 
it  when  making  his  claim. 

73.  If  a  player  who  has  rendered  himself  Ha- 

(  37) 


<i>  Auction  Developments  S? 

ble  to  have  the  highest  or  lowest  of  a  suit  called 
(Laws  80,  86,  and  92)  fail  to  play  as  directed, 
or  if,  when  called  on  to  lead  one  suit,  he  lead 
another,  having  in  his  hand  one  or  more  cards 
of  the  suit  demanded  (Laws  66, 76,  and  93),  or 
if,  when  called  upon  to  win  or  lose  a  trick,  he 
fail  to  do  so  when  he  can  (Laws  71,  80,  and  92), 
or  if,  when  called  upon  not  to  play  a  suit,  he  fail 
to  play  as  directed  (Laws  65  and  66),  he  is  liable 
to  the  penalty  for  revoke  (Law  84)  unless  such 
play  be  corrected  before  the  trick  be  turned  and 
quitted. 

74.  A  player  cannot  be  compelled  to  play  a 
card  which  would  oblige  him  to  revoke. 

75.  The  call  of  an  exposed  card  may  be  re- 
peated until  it  be  played. 

LEADS    OUT    OF    TURN 

76.  If  either  adversary  of  the  Declarer  lead 
out  of  turn,  the  Declarer  may  either  treat  the 
card  so  led  as  exposed  or  may  call  a  suit  as  soon 
as  it  is  the  turn  of  either  adversary  to  lead. 
Should  they  lead  simultaneously,  the  lead  from 
the  proper  hand  stands,  the  other  card  is  exposed. 

(38  ) 


0  T^he  Laws  * 

77.  If  the  Declarer  lead  out  of  turn,  either 
from  his  own  hand  or  Dummy,  he  incurs  no 
penalty,  but  he  may  not  rectify  the  error  unless 
directed  to  do  so  by  an  adversary.'  If  the  Second 
Hand  play,  the  lead  is  accepted. 

78.  If  an  adversary  of  the  Declarer  lead  out 
of  turn,  and  the  Declarer  follow  either  from  his 
own  hand  or  Dummy,  the  trick  stands.  If  the 
Declarer  before  playing  refuse  to  accept  the 
lead,  the  leader  may  be  penalized  as  provided  in 
Law  76. 

79.  If  a  player  called  on  to  lead  a  suit  have 
none  of  it,  the  penalty  is  paid. 

CARDS    PLAYED    IN    ERROR 

80.  Should  the  Fourth  Hand,  not  being 
Dummy  or  Declarer,  play  before  the  Second, 
the  latter  may  be  required  to  play  his  highest  or 
lowest  card  of  the  suit  led,  or  to  win  or  lose  the 
trick.  In  such  case,  if  the  Second  Hand  be  void 
of  the  suit  led,  the  Declarer  in  lieu  of  any  other 

'  The  rule  in  Law  5  or  as  to  consultations  governs  the  right 
of  adversaries  to  consult  as  to  whether  such  direction  be 
given. 

(39) 


4>  Auction  Developments  7 

penalty  may  call  upon  the  Second  Hand  to  play 
the  highest  card  of  any  designated  suit.  If  he 
name  a  suit  of  which  the  Second  Hand  is  void, 
the  penalty  is  paid.' 

8 1.  If  any  one,  except  Dummy,  omit  play- 
ing to  a  trick,  and  such  error  be  not  corrected 
until  he  has  played  to  the  next,  the  adversaries 
or  either  of  them  may  claim  a  new  deal;  should 
either  decide  that  the  deal  stand,  the  surplus 
card  (at  the  end  of  the  hand)  is  considered  played 
to  the  imperfect  trick,  but  does  not  constitute  a 
revoke  therein/ 

82.  When  any  one,  except  Dummy,  plays 
two  or  more  cards  to  the  same  trick  and  the  mis- 
take is  not  corrected,  he  is  answerable  for  any 
consequent  revokes  he  may  make.  When  the 
error  is  detected  during  the  play,  the  tricks  may 
be  counted  face  downward,  to  see  if  any  contain 
more  than  four  cards;  should  this  be  the  case, 
the  trick  which  contains  a  surplus  card  or  cards 

'  Should  the  Declarer  play  Third  Hand  before  the  Second 
Hand,  the  Fourth  Hand  may  without  penalty  play  before 
his  partner. 

*  As  to  the  right  of  adversaries  to  consult,  see  Law  50^. 

(40)' 


0  ^  The  Laws  ^ 

may  be  examined  and  such  card  or  cards  re- 
stored to  the  original  holder.' 

THE  revoke' 

83.  A  revoke  occurs  when  a  player,  other 
than  Dummy,  holding  one  or  more  cards  of  the 
suit  led,  plays  a  card  of  a  different  suit.  It  be- 
comes an  established  revoke  when  the  trick  in 
which  it  occurs  is  turned  and  quitted  by  the 
rightful  winners  (i.e.,  the  hand  removed  from 
the  trick  after  it  has  been  turned  face  downward 
on  the  table),  or  when  either  the  revoking  player 
or  his  partner,  whether  in  turn  or  otherwise, 
leads  or  plays  to  the  following  trick. 

84.  The  penalty  for  each  established  revoke 
is:  — 

{a)  When  the  Declarer  revokes,  he  cannot 
score  for  tricks  and  his  adversaries  add  100 
points  to  their  score  in  the  honor  column, 
in  addition  to  any  penalty  which  he  may 

'  Either  adversary  may  decide  which  card  shall  be  consid- 
ered played  to  the  trick  which  contains  more  than  four  cards. 
*  See  Law  73. 

(41   ) 


♦  Auction  Developments  S? 

have  incurred  for  not  making  good  his 

declaration. 

{b)  When  either  of  the  adversaries  revokes, 
the  Declarer  may  either  add  lOO  points  to 
his  score  in  the  honor  column  or  take 
three  tricks  from  his  opponents  and  add 
them  to  his  own.'  Such  tricks  may  assist 
the  Declarer  to  make  good  his  declaration, 
but  shall  not  entitle  him  to  score  any 
bonus  in  the  honor  column  in  case  the 
declaration  has  been  doubled  or  redoubled, 
nor  to  a  Slam  or  Little  Slam  not  other- 
wise obtained. "" 

(<:)  When  during  the  play  of  a  deal  more  than 
one  revoke  is  made  by  the  same  side,  the 
penalty  for  each  revoke  after  the  first  is 
lOO  points. 

The  value  of  their  honors  is  the  only  score 
that  can  be  made  by  a  revoking  side. 

'  The  Dummy  mqy  advise  the  Declarer  which  penalty  to 
exact. 

2  The  value  of  the  three  tricks,  doubled  or  redoubled,  as  the 
case  may  be,  is  counted  in  the  trick  score. 

(42    ) 


0  The  haws  <o^ 

85.  A  player  may  ask  his  partner  if  he  have 
a  card  of  the  suit  which  he  has  renounced ;  should 
the  question  be  asked  before  the  trick  be  turned 
and  quitted,  subsequent  turning  and  quitting 
does  not  establish  a  revoke,  and  the  error  may 
be  corrected  unless  the  question  be  answered  in 
the  negative,  or  unless  the  revoking  player  or 
his  partner  have  led  or  played  to  the  following 
trick. 

86.  If  a  player  correct  his  mistake  in  time  to 
save  a  revoke,  any  player  or  players  who  have 
followed  him  may  withdraw  his  or  their  cards 
and  substitute  others,  and  the  cards  so  with- 
drawn are  not  exposed.  If  the  player  in  fault  be 
one  of  the  Declarer's  adversaries,  the  card  played 
in  error  is  exposed,  and  the  Declarer  may  call  it 
whenever  he  pleases,  or  he  may  require  the  of- 
fender to  play  his  highest  or  lowest  card  of  the 
suit  to  the  trick,  but  this  penalty  cannot  be 
exacted  from  the  Declarer. 

87.  At  the  end  of  the  play,  the  claimants  of 
a  revoke  may  search  all  the  tricks.  If  the  cards 
have  been  mixed,  the  claim  may  be  urged  and 
proved  if  possible;  but  no  proof  is  necessary  and 

(  43  ) 


4>  Auction  Developments  ^ 

the  claim  is  established  if,  after  it  is  made,  the 
accused  player  or  his  partner  mix  the  cards  be- 
fore they  have  been  sufficiently  examined  by  the 
adversaries. 

88.  A  revoke  cannot  be  claimed  after  the  cards 
have  been  cut  for  the  following  deal. 

89.  Should  both  sides  revoke,  the  only  score 
permitted  is  for  honors.  In  such  case,  if  one  side 
revoke  more  than  once,  the  penalty  of  100  points 
for  each  extra  revoke  is  scored  by  the  other 
side. 

GENERAL     RULES 

90.  A  trick  turned  and  quitted  may  not  be 
looked  at  (except  under  Law  82)  until  the  end 
of  the  play.  The  penalty  for  the  violation  of 
this  Law  is  25  points  in  the  adverse  honor  score, 

91.  Any  player  during  the  play  of  a  trick  or 
after  the  four  cards  are  played,  and  before  the 
trick  is  turned  and  quitted,  may  demand  that 
the  cards  be  placed  before  their  respective  play- 
ers. 

92.  When  an  adversary  of  the  Declarer,  be- 
fore his  partner  plays,  calls  attention  to  the 
trick,  either  by  saying  it  is  his,  or,  without  be- 

(  44) 


0  'The  Laws  <^ 

ing  requested  to  do  so,  by  naming  his  card  or 
drawing  it  toward  him,  the  Declarer  may  require 
such  partner  to  play  his  highest  or  lowest  card 
of  the  suit  led,  or  to  win  or  lose  the  trick. 

93.  An  adversary  of  the  Declarer  may  call 
his  partner's  attention  to  the  fact  that  he  is  about 
to  play  or  lead  out  of  turn  ;  but  if,  during  the 
play,  he  make  any  unauthorized  reference  to  any 
incident  of  the  play,  the  Declarer  may  call  a 
suit  from  the  adversary  whose  next  turn  it  is 
to  lead. 

94.  In  all  cases  where  a  penalty  has  been  in- 
curred, the  offender  is  bound  to  give  reasonable 
time  for  the  decision  of  his  adversaries. 

NEW    CARDS 

95.  Unless  a  pack  be  imperfect,  no  player 
has  the  right  to  call  for  one  new  pack.  When 
fresh  cards  are  demanded,  two  packs  must  be 
furnished.  When  they  are  produced  during  a 
rubber,  the  adversaries  of  the  player  demanding 
them  have  the  choice  of  the  new  cards.  If  it  be 
the  beginning  of  a  new  rubber,  the  Dealer, 
whether  he  or  one  of  his  adversaries  call  for  the 

(45  ) 


♦  Auction  Developments  S? 

new  cards,  has  the  choice.  New  cards  cannot  be 
substituted  after  the  pack  has  been  cut  for  a  new 
deal. 

96.  A  card  or  cards  torn  or  marked  must  be 
replaced  by  agreement  or  new  cards  furnished. 

BYSTANDERS 

97.  While  a  bystander,  by  agreement  among 
the  players,  may  decide  any  question,  he  should 
not  say  anything  unless  appealed  to;  and  if  he 
make  any  remark  which  calls  attention  to  an 
oversight  affecting  the  score,  or  to  the  exaction 
of  a  penalty,  he  is  liable  to  be  called  upon  by 
the  players  to  pay  the  stakes   (not  extras)  lost. 

ETIQUETTE  OF  AUCTION 

In  the  game  of  Auction  slight  intimations 
convey  much  information.  The  code  succinctly 
states  laws  which  fix  penalties  for  an  offense.  To 
offend  against  etiquette  is  far  more  serious  than 
to  offend  against  a  law  ;  for  in  the  latter  case  the 
offender  is  subject  to  the  prescribed  penalties ; 
in  the  former  his  adversaries  are  without  redress. 

I.  Declarations  should  be  made  in  a  simple 
(46  ) 


0  The  Laws  €^ 

manner,  thus :  "  One  Heart,"  "  One  No 
Trump,"  "  Pass,"  "  Double  "  ;  they  should  be 
made  orally  and  not  by  gesture. 

2.  Aside  from  his  legitimate  declaration,  a 
player  should  not  show  by  word  or  gesture  the 
nature  of  his  hand,  or  his  pleasure  or  displeas- 
ure at  a  play,  bid,  or  double. 

3.  If  a  player  demand  that  the  cards  be  placed, 
he  should  do  so  for  his  own  information  and 
not  to  call  his  partner's  attention  to  any  card  or 
play. 

4.  An  opponent  of  the  Declarer  should  not 
lead  until  the  preceding  trick  has  been  turned 
and  quitted;  nor,  after  having  led  a  winning  card, 
should  he  draw  another  from  his  hand  before 
his  partner  has  played  to  the  current  trick. 

5.  A  card  should  not  be  played  with  such 
emphasis  as  to  draw  attention  to  it,  nor  should 
a  player  detach  one  card  from  his  hand  and  sub- 
sequently play  another. 

6.  A  player  should  not  purposely  incur  a  pen- 
alty because  he  is  willing  to  pay  it,  nor  should 
he  make  a  second  revoke  to  conceal  a  first. 

7.  Conversation  during  the  play  should  be 

(47  ) 


4^  Auction  Developments  <s? 

avoided,  as  it  may  annoy  players  at  the  table  or 
at  other  tables  in  the  room. 

8.  The  Dummy  should  not  leave  his  seat  to 
watch  his  partner  play.  He  should  not  call  at- 
tention to  the  score  nor  to  any  card  or  cards 
that  he  or  the  other  players  hold. 

9.  If  a  player  say,  "  I  have  the  rest,"  or  any 
words  indicating  that  the  remaining  tricks,  or  any 
number  thereof,  are  his,  and  one  or  both  of  the 
other  players  expose  his  or  their  cards,  or  re- 
quest him  to  play  out  the  hand,  he  should  not 
allow  any  information  so  obtained  to  influence 
his  play. 

10.  If  a  player  concede,  in  error,  one  or  more 
tricks,  the  concession  should  stand. 

11.  A  player  having  been  cut  out  of  one  table 
should  not  seek  admission  in  another  unless 
willing  to  cut  for  the  privilege  of  entry. 

12.  A  player  should  not  look  at  any  of  his 
cards  until  the  end  of  the  deal. 

SUMMARIZED    PENALTIES 

For  the  benefit  of  those  who  wish  to  ascertain 
hastily  the  penalty  for  an  offense  or  to  refer  to 
(48) 


0 


The  haws 


* 


the  law  upon  the  subject,  the  following  table 
of  summarized  penalties  under  the  new  code  has 
been  prepared.  It  does  not  fully  cover  each  case, 
nor  does  it  include  every  penalty,  but  merely 
those  of  most  frequent  occurrence. 

Reference  should  be  made  to  the  full  text  of 
the  Law  whenever  any  doubt  exists  concerning 
the  proper  penalty. 


OFFENSE 

PENALTY 

LAW 

(Before  the  Deal) 

Cutting  more  than  one  card 

Must  take  highest 

x6 

(During  the  Deal) 

Card  exposed 

Must  deal  again 

37f 

Misdeal 

Must  deal  again 

f36 
137 

Deal  out  of  turn 
Deal  with  wrong  cards 
Omit  to  have  pack  cut 

(During  the  Declaration) 
Card  exposed 

Bid  out  of  turn 
Pass  out  of  turn 
Double  out  of  turn 
Redouble  out  of  turn 


May  be  corrected  before  end  of     "^if 
deal,  otherwise  deal  stands  38 


Partner  cannot  bid  and  cannot 
open  that  suit;  card  may  also     65 
be  called 


s 


Redoubling  more  than  once 
Doubling  partner's  declara-  ~| 
tion  \ 

Redoubling  partner's  double  J 


New  deal 
None 

New  deal 

100  points  or  new  deal 

50  points 

49  ) 


49 
49 

57 
49 

54 
54 


Auction  Developmefits 


7 


Insufficient  bid 


Impossible  bid 


Inadvertent  bid 

Bid  when  prohibited 

(After  Declaration 
and 
Before  Play) 
Card  exposed  by  Leader 
Card  exposed  by  Third  Hand 
Giving  information  about  bid- 
ding 

(During  Play) 
If  Declarer  — 
Expose  card 
Lead  out  of  turn 
Name    or    touch    card 

Dummy 
Claim  tricks 
Revoke 

Subsequently  revoke 
If  Dummy  — 
Revoke 
Suggest  a  play 
A  fter  looking  at  card  in  hand  "j 

of  a  player,  call  attention  | 

to  a  revoke,  expose  card, 

or  lead  out  of  turn 
Give  information  about  bid-  ) 

ding  S 

Call  to  attention  of  Declarer  \ 

that  he  is  about  to  lead  v 

from  wrong  hand  ) 


°'\ 


Made  sufficient  and  partner 
debarred  from  bidding  fro 
tern 

(Made  bid  of  7  and  partner  de- 
barred from  bidding  pro 
tern;  or  new  deal ;  or  last 
adverse  bid  made  final 
j  May  be  corrected  before  next 
(       player  act 

f  May  be  set  aside.    No   more 
\      bidding  by  player  or  partner 


May  be  called 

It  or  lead  may  be  called 

Lead  may  be  called 


None 
None 


None 

It  may  be  required  or  prohibited 


Lead  may  be  called 


50 
52 


50 
52 


50a 


66 
66 


72 

77 


May  be  called  upon  to  play  it  64 

May  be  called  upon  to  show  hand  72 

100  points  84a 

100  points  each  84r 


63 
62 


No  penalty  may  be   exacted   for     60 
the  offense  6 1 


SI 


May  be  called  upon  to  lead  from 
that  hand  62^ 


(    50) 


0 


'The  Laws 


♦ 


If  an  Ad-venary  of  Declarer  — 

Expose  card 

Play  2  or  more  cards  at  once 

Lead  out  of  turn 

Lead    before    partner   plays  to 

last  trick 
Give  information  about  bidding 


Fourth     Hand     play     before 
Second 


Call  attention  to  trick 

Revoke 
Subsequently  revoke 

General  Laws  — 
Not  playing  to  trick 
Playing  2  cards  to  trick        ^ 
Playing  with  less  than  proper  V 
number  of  cards  J 

Playing  with  more  than  1 3  cards 

Looking  at  quitted  trick 


May  be  called 

All  may  be  called 

Exposed  card  or  called  lead 

Partner  may  be  made  to  win  trick 

if  he  can 
Lead  may  be  called 

Second  Hand  may  be  called' 
upon  to   play  highest  or 
lowest,    to    win    or    lose 
trick,  or  if  he  be  void  of 
suit  led    to  play    highest 
card  of  any  suit  named 
Partner  may  have  to  play  highest 
or  lowest,  or  win  or  lose  trick 
100  points,  or  3  tricks 
100  points  for  each 


New  deal 

Liable  for  revoke 

New  deal 
25  points 


67 
72 
70 
76 
78 

71 
51 


80 


92 
84c 


81 

182 

'40 
37</ 
90 


ADDITIONAL    LAWS 

The  Whist  Club  of  New  York  for  the  first 
time  has  deemed  Three-Handed  Auction  and 
Duplicate  Auction  of  sufficient  importance  to 
make  it  advisable  that  laws  should  be  adopted 
governing  these  forms  of  the  game.  The  Laws 
(  51  ) 


4^  Auction  Developments  7 

for  Duplicate  will  be  found  in  the  Part  which 
relates  to  that  subject  on  pages  382-86.  The 
Laws  for  the  three-handed  game  follow  — 

THE    LAWS    OF    THREE-HANDED    AUCTION 

The  Laws  of  Auction  govern  the  three-handed 
game  except  as  follows:  — 

(i)  Three  players  take  part  in  a  game  and 
four  constitute  a  complete  table.  Each  plays  for 
himself;  there  are  no  partners,  except  as  pro- 
vided in  Law  7, 

(2)  The  player  who  cuts  lowest  selects  his 
seat  and  the  cards  with  which  he  deals  first.  The 
player  who  cuts  next  lowest  sits  on  the  Dealer's 
left. 

(3)  The  cards  are  dealt  in  four  packets,  one 
for  each  of  the  three  players  and  one  for  the 
Dummy.'  The  Dummy  hand  is  not  touched 
until  after  the  final  declaration  has  been  made. 

(4)  The  Dealer  declares,  and  the  bidding  con- 
tinues as  in  Auction  except  that  each  player  bids 
exclusively  on  his  own  account. 

1  This  hand  is  generally  dealt  opposite  to  the  Dealer. 
(52   ) 


0  T^he  Laws  ^ 

(5)  The  penalty  for  a  declaration  out  of  turn 
is  that  each  of  the  other  players  receives  50 
points  in  his  honor  score.  A  declaration  out  of 
turn  does  not  affect  the  right  of  the  player  whose 
turn  it  is  to  declare,  unless  both  he  and  the  other 
player,  either  by  passing  or  declaring,  accept  the 
improper  declaration. 

(6)  If  a  player  declare  out  of  turn,  and  the 
succeeding  player  either  pass  or  declare,  the 
third  player  may  demand  that  the  mistake  be 
corrected  as  is^ provided  in  Law  5.  In  such  case 
the  player  who  first  declared  out  of  turn  is  the 
only  one  penalized. 

(7)  The  player  making  the  final  declaration, 
i.e.,  a  declaration  that  has  been  passed  by  both 
of  the  others,  plays  his  own  hand  and  that  of 
the  Dummy  against  the  other  two,  who  then, 
and  for  that  particular  hand,  assume  the  rela- 
tionship of  partners. 

(8)  It  is  advisable  that  the  game  be  played 
at  a  round  table  so  that  the  hand  of  the  Dummy 
can  be  placed  in  front  of  the  Declarer  without 
obliging  any  player  to  move;  but  in  the  event 
of  a  square  table  being  used,  the  two  players 

(  53  ) 


<^  Auction  'Developments  S? 

who  become  the  adversaries  of  the  Declarer, 
should  sit  opposite  each  other,  the  Dummy 
being  opposite  the  Declarer.  At  the  end  of 
the  play,  the  original  positions  should  be 
resumed. 

(9)  If,  after  the  deal  has  been  completed  and 
before  the  conclusion  of  the  declaration,  any 
player  expose  a  card,  each  of  his  adversaries 
counts  50  points  in  his  honor  score,  and  the 
Declarer,  if  he  be  not  the  offender,  may  call 
upon  the  player  on  his  left  to  lead  or  not  to 
lead  the  suit  of  the  exposed  card.  If  a  card  be 
exposed  by  the  Declarer  after  the  final  declara- 
tion, there  is  no  penalty,  but  if  exposed  by  an 
adversary  of  the  Declarer,  it  is  subject  to  the 
same  penalty  as  in  Auction. 

(10)  If  a  player  double  out  of  turn,  each  of 
his  adversaries  counts  100  points  in  his  honor 
score,  and  the  player  whose  declaration  has  been 
doubled  may  elect  whether  the  double  shall 
stand.  The  bidding  is  then  resumed,  but  if  the 
double  be  disallowed,  the  declaration  may  not 
be  doubled  by  the  other  player. 

(11)  The  rubber  continues  until  two  games 

(54) 


0  T^he  Laws  <^ 

have  been  won  by  the  same  player;  it  may  con- 
sist of  two,  three,  or  four  games. 

(12)  When  the  Declarer  fulfills  his  con- 
tract, he  scores  as  in  Auction.  When  he  fails 
to  do  so,  both  of  his  adversaries  score  as  in 
Auction. 

(13)  Honors  are  scored  by  each  player  separ- 
ately, i.e.,  each  player  who  holds  one  honor 
scores  the  value  of  a  trick ;  each  player  who  holds 
two  honors  scores  twice  the  value  of  a  trick ;  a 
player  who  holds  three  honors  scores  three  times 
the  value  of  a  trick;  a  player  who  holds  four 
honors  scores  eight  times  the  value  of  a  trick; 
and  a  player  who  holds  five  honors  scores  ten 
times  the  value  of  a  trick.  In  a  No  Trump 
declaration,  each  Ace  counts  ten,  and  four  held 
by  one  player  count  100.  The  Declarer  counts 
separately  both  his  own  honors  and  those  held 
by  the  Dummy. 

(14)  A  player  scores  125  points  for  winning 
a  game,  a  further  125  points  for  winning  a 
second  game,  and  250  points  for  winning  a 
rubber. 

(15)  At  the  end  of  the  rubber,  all  scores  of 

(55  )* 


4>  Auction  Developments  S? 

each  player  are  added  and  his  total  obtained. 
Each  one  wins  from  or  loses  to  each  other 
the  difference  between  their  respective  totals. 
A  player  may  win  from  both  the  others,  lose  to 
one  and  win  from  the  other,  or  lose  to  both. 


PART   II 


PART   II 

DECLARING 

As  the  game  of  Auction  makes  its  history, 
one  topic  after  another  becomes  temporarily  the 
subject  of  violent  discussion ;  then  after  a  time 
is  settled  and  removed  from  the  field  of  con- 
troversy. 

From  the  introduction  of  the  game  until  very 
recently  the  question  of  the  original  declaration 
has  produced  more  divergent  views  and  created 
more  serious  differences  of  opinion  than  any  other 
auction  controversy.  Now,  however,  it  seems  to 
be  generally  conceded  that  the  first  call  made  by  a 
player  should  be  as  informatory  as  possible,  and 
the  minds  of  expert  declarers  in  all  parts  of  the 
country  have  come  together  upon  a  logical  plan 
which  simplifies  the  first  bid  and  also  makes 
it  most  comprehensive. 

This  system  was  fully  explained  in  a  series 
of  chapters  in  "  Auction  of  To-Day,"  and  is 
now  so  generally  understood  that  to  consider  it 
in  detail  at  this  writing  is  entirely  unnecessary. 

(  59  ) 


^ 


Auction  Developments 


S? 


It  seems  wise,  however,  to  be  sure  of  a  firm 
foundation  before  taking  up  other  matters  of 
declaration,  which  have  not  hitherto  been  so 
thoroughly  covered  and  which  present  problems 
not  so  definitely  settled.  A  table  of  all  original 
declarations  (except  Spades  ')  is  therefore  given 
here. 


TABLE    OF    ORIGINAL    CLUB,     DIAMOND,    HEART, 
AND    ROYAL    DECLARATIONS^ 

The  bid  of  one  Club  should  be  made  by  the 
Dealer  or  by  the  Second  Hand  over  one  Spade 
with  any  of  the  following  holdings: — ■ 

Number  of  Clubs  Headed  by  Other  strength 

Five  or  more      Ace  and  King  None  required. 


Five  or  more     Ace  or  King 

and  minor  honor 


One  sure  quick  trick. 


Four 


Four 


Ace,  King,  Queen  None  required. 

(  Ace,  King,  Knave  \ 

\  Ace,  Queen,  Knave  |-    One  sure  quick  trick. 

y  King,  Queen,  Knave  J 


'    For  table  of  Spade  bids  see  pages  282-84. 
2  For  detailed  descriptions  of  these  bids  see  Auction  of  To- 
Day ,  pages  15-59. 

(    60   ) 


0 


Declaring 


* 


The  other  suit  bids  are  made  with  the  follow- 
ing holdings :  — 

The  Bid  It  shoivs 

Two  Clubs  Five,  or  more.  Clubs  headed  by   Ace, 

King,  Queen,  with  little  else  to  support 
a  No  Trump. 

Declarer  expects  game  with  Clubs  the 
trump. 

The  same  holdings  of  Diamonds  that  the 
respective  bids  of  one,  two,  and  three 
Clubs  indicate  of  Clubs. 


Three  or  more 
Clubs 

One  Diamond 
Two  Diamonds 
Three  or  more 
Diamonds 


One  Heart  The    same  holding    of  Hearts   that  the 

bid  of  one  Club  indicates  of  Clubs. 


Two  Hearts 


Three  Hearts 


Four  Hearts 

One  Royal 
Two  Royals 
Three  Royals 
Four  Royals 


Long  Hearts  headed  by  Ace  or  King  and 
at  least  six  tricks,  with  Hearts  trump. 

Seven  sure  tricks,  with  the  possibility  of 
more  if  Hearts  be  trump. 

Nine  sure  tricks  if  Hearts  be  trump. 


The  same  holding  of  Spades  that  the  re- 
spective Heart  bids  indicate  of  Hearts. 


(   61    )• 


4^  Auction  Developments  7 

TABLE  OF  NO  TRUMP  DECLARATIONS 

The  Bid  It  shows 

One  No  Trump       One  of  the  following  holdings  : 
(/7)  The  four  suits  all  stopped. 
(^)   Three  suits  stopped,  an  Ace  being 
one  of  the  stoppers. 

(f)   Three  King-Queen  or  King-Knave 
suits. 

(^)    Five  solid  Clubs  or  Diamonds  and 
another  Ace. 

Two  No  Trumps  Six  or  more  solid  Clubs  or  Diamonds 
accompanied  by  an  Ace  or  guarded  King 
in  two  other  suits. 

Before  passing  from  the  subject  of  original 
declarations  one  more  word  must  be  said  regard- 
ing a  most  vital  and  yet  most  frequently  violated 
principle. 

The  foundation  of  modern  bidding  rests  upon 
the  rule,  which  is  without  exception,  that  the  bid 
of  one  or  two  Clubs,  Diamonds,  Hearts  or 
Royals  indicates  a  suit  headed  by  Ace  or  King, 
if  not  both.  With  the  introduction  of  the  Spade 
call  to  show  long  weak  Hearts  '  came  the  final 
exit  of  the  last  vestige  of  an  excuse  for  an  orig- 

'  See  pages  231-36. 
(   62   ) 


0  Declaring  ^ 

inal  bid  of  one  or  two  of  a  long  suit  headed  by 
a  Queen  or  lower  card. 

A  partner  may  be  asked  to  overlook  almost 
any  other  error,  but  the  original  bidder  who 
starts  by  saying,  "  Partner,  I  probably  have  both 
the  Ace  and  King  of  this  suit;  but  if  not  both, 
I  have  at  least  one  of  them  with  a  minor  honor 
and  another  sure  high  card  trick,"  when  in  reality 
he  only  has  a  suit  headed  by  the  Queen  or 
Knave,  at  once  elects  himself  to  membership  in 
the  Club  of  Unreliable  Declarers  and  thoroughly 
earns  any  flattering  (?)  comment  his  partner  may 
feel  called  upon  to  utter. 

The  original  call  of  three  or  more  Royals, 
Hearts,  or  even  Diamonds^  is  a  somewhat  dif- 
ferent proposition.  It  is  not  only  a  most  force- 
ful demand  to  be  allowed  to  play  that  suit  and 
a  most  unmistakable  suggestion  that  the  De- 
clarer expects  to  make  game,  but  it  also  indi- 
cates a  fear  of  being  outbid  by  some  other  suit, 
should  each  adversary  be  allowed  to  report  his 
strength  to  the  other.  In  other  words,  it  is  a 
most  pronounced  effort  to  shut  out  all  other  bids, 

1  See  Auction  of  To- Day,  pages  279-81. 
(63   ) 


(^  Auction  Developments  S? 

and  shows  most  plainly  distinct  weakness  in  one 
or  more  declarations.  It  marks  the  holder  with 
what  is  generally  known  as  a  freak  hand  which 
cannot  be  governed  by  cut-and-dried  rules.  Such 
a  bid  might  be  made  without  either  the  Ace  or 
King  of  the  suit  named  with  some  such  extraor- 
dinary combination  as 

Spades        Queen,  Knave,  Ten,  X,  X,  X,  X 

Hearts        None 

Diamonds  Ace 

Clubs  Queen,  Knave,  Ten,  X,  X 

But  such  a  holding  is  most  unusual,  and  as  a 
rule  an  original  bid  of  three  or  more  is  accom- 
panied by  the  presence  of  both  the  Ace  and 
King  of  the  suit. 

OVERCALLING    THE    PARTNER 

When  and  under  what  circumstances  the  part- 
ner should  be  overbid  (the  adversary  to  the  right 
having  passed)  is  a  subject  which  deserves  the 
most  careful  consideration. 

The  first  point  to  remember  is  that  the  ques- 
tion of  whether  to  overbid  or  leave  the  partner 

(  64) 


0  Declaring  <5> 

in  depends  entirely  upon  two  totally  different 

considerations :  — 

{a)  When  strong,  the  point  to  be  determined 
is  which  presents  the  better  chance  for  the 
game,  allowing  the  partner's  declaration 
to  stand  or  overbidding. 
{b)  When  weak,  the  Declarer  must  decide 
whether  his  weakness  is  so  pronounced 
that  the  partner's  declaration  must  result 
in  disaster  and  a  rescue  is  therefore  advis- 
able. 

The  partner's  original  declaration,  viewed 
from  a  game-going  standpoint,  may  be  divided 
into  three  classes  :  — 

(i)  His  bid  of  No  Trump. 

(2)  His  bid  of  a  Heart  or  a  Royal. 

(3)  His  bid  of  a  Diamond  or  a  Club. 

The  No  Trump  from  a  love  score  requires 
but  nine  tricks  to  win  the  game,  a  major  suit 
(the  second  class  named)  necessitates  ten  tricks, 
while  in  either  of  the  minor  suits  (Diamonds  or 
Clubs),  eleven  tricks  must  be  captured  to  reach 
the  goal. 

(  65  ) 


^  Auction  Developments  7 


TAKING    OUT    A    NO    TRUMP    WITH    STRENGTH 
IN    A    MAJOR    SUIT 

The  strength  take-out  of  a  No  Trump  by  a 
bid  of  two  of  a  major  suit,  while  it  increases  the 
contract  by  a  trick,  is  nevertheless  often  wise. 
When  the  partner  of  the  No  Trump  Declarer 
holds  five  or  more  of  a  major  suit,  many  hands 
yield  ten  or  more  tricks,  with  that  suit  trump, 
which  would  fail  to  produce  nine  tricks  with- 
out a  trump.  This  condition  exists  when 
some  adverse  suit  could  be  run  against  the 
No  Trump  which  if  the  suit  be  declared  would 
be  ruffed,  and  therefore  worth  at  most  one  or 
two  tricks. 

On  the  other  hand,  there  are  some  deals  which 
are  good  for  exactly  nine  tricks  either  way,  and 
a  few  others  in  which,  if  the  suit  be  played,  the 
adversaries  get  the  chance  to  ruff,  so  that  more 
tricks  can  be  made  in  the  No  Trump. 

No  universal  rule  can  be  laid  down  (except 
for  players  who  use  the  six  and  seven  Spade 
bids')  for  deciding  under  what  conditions  with 

*  See  pages  269-77. 
(66) 


0  Declaring  <53 

strength  a  player  should  overcall  his  partner's 
No  Trump. by  bidding  two  of  a  major  suit.  It 
is  a  question  that  must  be  determined  after 
studying  the  thirteen  cards  of  the  hand.  It  may, 
however,  be  enunciated  as  a  general  principle 
that(i)  if  the  holding  be  six  Hearts  or  Spades; 
(2)  if  the  hand  be  void  of  or  contain  but  a  single- 
ton of  some  other  suit ;  (3)  if  it  be  without  as- 
sistance for  the  No  Trump  except  in  the  long 
suit;  or  (4)  if  it  contain  four  Heart  or  Royal 
honors,  the  overbid  is  much  the  wiser  course. 
An  example  of  each  of  the  above-mentioned 
hands  follows :  — 

(0 

Spadies        King,  Queen,  Knave,  X,  X,  X 
Hearts        Ace,  X 
Diamonds  Queen,  Knave,  X 
Clubs         X,  X 

(2) 

Spades        King,  Queen,  Ten,  X,  X 

Hearts        Ace,  X,  X 

Diamonds  None 

Clubs         King,  Ten,  X,  X,  X 

(  67  ) 


<^  Auction  Developments  S? 

(3) 
Spades        X,  X 
Hearts        Ace,  King,  X,  X,  X 
Diamonds  X,  X,  X 
Clubs         X,  X,  X 

(4) 
Spades         King,  X 

Hearts        Ace,  King,  Knave,  Ten,  X 
Diamonds  King,  X,  X 
Clubs  Queen,  X,  X 

It  must,  therefore,  be  realized  that,unless  the 
bids  of  Six  and  Seven  Spades  be  used,  an  over- 
call  of  a  partner's  No  Trump  with  two  of  a 
major  suit  may  indicate  strength,  and  as  the 
same  declaration  is  made  as  a  rescue  with  the 
most  pronounced  weakness,  it  obviously  is  a 
bid  which  does  not  accurately  denote  its  char- 
acter.' 

THE    NO    TRUMP    RESCUE 

The  necessity  for  using  the  overbid  as  a  No 
Trump  rescue  is  most  apparent  in  these  days  of 
light   No  Trumpers.    When   the   partner  of  a 

'   See  pages  269-77. 

(  68  ) 


0  Declaring  * 

player  who  has  declared  a  No  Trump  of  the 
border-line  variety  holds  a  "  bust,"  the  shoals 
are  near.  The  maker  has  but  three  tricks,  the 
partner  none  for  a  No  Trump ;  that  means  a 
200  penalty  if  the  original  call  stand.  The  weak- 
ness rescue,  which  is  made  with  five  or  more  of 
any  suit,  while  it  increases  the  commitment  one 
trick,  does  not  throw  away  any  of  the  three  or 
more  high-card  tricks  which  produced  the  No 
Trump,  and  yet  almost  certainly  adds  two  or 
more  tricks  from  the  otherwise  useless  hand,  a 
net  gain  of  at  least  one.  When  the  No  Trump 
bidder  has  length  or  strength  in  the  trump  suit, 
the  gain  may  be  materially  greater.  Of  course, 
this  take-out  occasionally  proves  unfortunate, 
but  in  the  long  run  it  is  a  saving  play. 

This  bid  is  made  merely  as  an  economical 
expedient,  not  with  the  expectation  of  fulfilling 
the  contract  and  certainly  without  the  least  hope 
of  game  ("  bust "  holdings  are  not  as  a  rule 
game  producers,  even  with  a  partner  unusually 
strong) ;  it  therefore  does  not  make  the  least 
difference  whether  the  five  card  suit  be  Royals, 
Hearts,  Diamonds,  or  Clubs,  the  overbid  should 

(  69  ) 


4)  Auction  Developments  7 

be  made  just  the  same.  If  there  be  any  differ- 
ence, it  may  be  said  that  a  rescue  is  safer  in  Clubs 
or  Diamonds,  as  in  neither  of  these  suits  can  the 
partner  interpret  it  as  strength. 

With  strong  Clubs  or  Diamonds,  and  noth- 
ing else,  a  sound  bidder  does  not  overcall  his 
partner's  No  Trump,  as  he  can  help  that  dec- 
laration and  there  is  a  chance  for  game  (9  tricks), 
which,  with  the  minor  suit  trump  (11  tricks), 
would  be  practically  impossible. 

With  a  strong  minor  suit  and  other  assistance, 
it  is  folly  to  struggle  for  eleven  tricks,  difficult 
to  obtain,  when  nine  of  greater  value  are  practi- 
cally assured  by  the  No  Trump.' 

It  is  therefore  evident  that  at  a  love  score,  a 
call  of  two  Clubs  or  Diamonds  over  the  part- 
ner's No  Trump  is  always  a  most  pronounced 
danger  signal,  as  the  bid  announces  with  all  the 
emphasis  the  vocabulary  of  the  Declarer  permits 
that  the  hand  is  too  weak  to  aid  the  No  Trump. 

'  Of  course,  it  goes  without  saying,  if  there  be  a  score  so  that 
eight  or  nine  tricks  in  Diamonds  or  Clubs  will  win  the  game, 
the  situation  is  totally  different  and  the  overbid  with  strength  may 
be  advisable. 

(    70   ) 


0 


Declaring 


* 


The  following  examples  may  help  to  make 
the  situation  clear:  — 


EXAMPLES  OF  WHEN  TO  BID  TWO  OF  A  MINOR  SUIT 
OVER  PARTNER'S  NO  TRUMP* 


Holding 

Spades       X,  X 

Hearts       X,  X,  X 

Diamonds  King,  X,  X 

Clubs         Knave,  Ten,  X,  X,  X 

Spades       X,  X 
Hearts       Queen,  X,  X 
Diamonds  King,  Knave,  X 
Clubs         Knave,  Ten,  X,  X,  X 

Spades        X,  X 
Hearts       Knave,  X,  X 
Diamonds  Queen,  X,  X 
Clubs         Queen,  X,  X,  X,  X 

Spades        X 

Hearts        Knave,  Ten,  X,  X 

Diamonds  Queen,  Ten,  X 

Clubs         Queen,  Ten,  X,  X,  X 


Bid 

A  two  Club  bid ;  the  side  King  is 
not  sufficient  strength  to  justify 
passing. 


Should  pass. 


Should  bid  two  Clubs. 


Should  pass. 


Spades        X,  X,  X 

Hearts        Ten,  X,  X 

Diamonds  Queen,  Knave,  X,  X,  X     card  suit,  b  a  take-out 

Clubs  2"c^"(  X 


This,  or  any  weaker  hand  of  this 
character,  provided  it  contain  a  five- 


Spades       King,  Knave,  X  Not  a  take-out ;  the  Spade  strength 

Hearts       Ten,  X,  X  justifies  passing. 

Diamonds  Queen,  Knave,  X,  X,  X 
Clubs  X,  X 

*  For  discussion  of  when  to  bid  three  Clubs  over  a  No  Trump  see  Auction 
of  To-Day,  pages  102-06. 

(    71    ) 


Auction  Developments 


^ 


Holding 

Spades        X,  X,  X 

Hearts       X,  X,  X 

Diamonds  X,  X 

Clubs  K.ing,  Ten,  X,  X,  X 


Bid 

This,  or  any  weaker  hand  of  this 
character,  provided  it  contain  a  five- 
card  suit,  is  a  take-out. 


Spades        Queen,  Knave,  X 
Hearts        X,  X,  X 
Diamonds  X,  X 
Clubs  King,  Ten,  X,  X,  X 

Spades        X,  X,  X 

Hearts        X,  X,  X 

Diamonds  X,  X 

Clubs  Ace,  Knave,  Ten,  X,  X 


A   close   case,   but  the  stopper   in 
Spades  probably  justifies  passing. 


Club  strength  makes  game  possible 
at  No  Trumps  and  justifies  passing 
with  this  or  any  stronger  hand  of 
this  character. 


Spades        X,  X,  X  A  border-line  hand  ;  whether  to  pass 

Hearts        X,  X,  X  or    call    two    Clubs    depends    upon 

Diamonds  X,  X  whether  the  partner  be  a  rash  bidder 

Clubs  King,  Knave,  Ten,  X,  X     and    which   game   is   being   played. 

With  a  conservative  partner  or  dur- 
ing the  rubber  game,  passgig  is  prob- 
ably the  wiser  course. 

Of  course,  all  these  cases  are  based  upon  the 
supposition  that  the  adversary,  who  bids  after 
the  partner  and  before  the  Declarer,  has  passed. 
When  that  adversary  declares,  the  partner  ipso 
facto  is  taken  out  and  a  rescue  becomes  unneces- 
sary. A  declaration  under  such  circumstances 
shows  strength,  and  unless  it  be  accompanied  by 
material  assistance  is  most  misleading. 


(  72  ) 


0  Declaring  ^ 


WHEN  TO  OVERCALL  PARTNER  S  ONE  ROYAL 

As  a  Royal  is  the  most  valuable  suit,  it  should 
not  be  taken  out  by  a  partner  who  has  Spade 
strength,  even  if  his  hand  would  otherwise  thor- 
oughly justify  a  No  Trump  or  Heart  declara- 
tion. The  partner  has  announced  a  desire  to 
play  Royals,  and  making  any  other  call  nega- 
tives either  high  card  or  numerical  help  in 
Spades. 

With  distinct  weakness  in  Spades,  the  partner 
of  the  Royals  bidder  should  declare  the  strength 
of  his  hand.  The  following  examples  show  the 
most  important  of  the  different  situations:  — 

EXAMPLES  OF  BIDS  OVER  PARTNER'S  ONE  ROYAL 

Holding  Bid 

spades        King,  X,  X  Should  bid  two  Royals.     The  hand 

Hearts       X,  X  has  such  strength  that  it  should  ad- 

Diamonds  Queen,  X,  X,  X  vance  the  Royals  in  the  event  of  an 

Clubs  Ace,  Queen,  X,  X  adverse  bid  5  it  is  therefore  wise  to 

make  the  call  of  two  at  once,  and 
thus,  if  possible,  shut  out  the  giving 
of  adverse  information. 

Spades        Knave,  X,  X,  X  Should  bid  two  Royals.    Same  rea- 

Hearts       X  soning  as  above. 

Diamonds  King,'  X,  X,  X 
Clubs         Ace,  X,  X,  X 

(  73  ) 


♦ 


Auction  Developments 


S? 


Holding 

Spades        King,  Knave,  X,  X 

Hearts        None 

Diamonds  X,  X,  X 

Clubs         Ace,. King,  X,  X,  X,  X 


Bid 
Should  bid  three  Royals. 


Spades        X  Should  bid  two  Hearts.    This  hand 

Hearts        Ace,  Queen,  Ten,  X,  X  cannot  help   the   partner's   Royals, 

Diamonds  King,  Queen,  X,  X  but    the    partner    may  have  assist- 

Clubs         X,  X,  X  ance  for  Hearts. 

Spades        King,  X,  X,  X  Should  pass  ;  too  strong  to  advance 

Hearts        Ace,  Queen,  Knave,  X,  X  the  partner's  call   and  too  valuable 

Diamonds  King,  Queen,  X  assistance  for  Royals  to  consider  any 

Clubs         X  other  bid. 


Spades        X,  X,  X,  X  Should  bid  three  Royals  ;  a  game  is 

Hearts        None  much  more  probable  and  profitable  in 

Diamonds  Ace,  King,  Queen,  X,  X     Royals  than  in  Diamonds. 
Clubs          X,  X,  X,  X 


Spades        X 

Hearts        X,  X,  X 

Diamonds  Ace,  King,  Queen,  X,  X 

Clubs  X,  X,  X,  X 

Spades        X,  X 

Hearts        X,  X,  X 

Diamonds  X,  X,  X 

Clubs  Knave,  X,  X,  X,  X 

Spades        X,  X 

Hearts        X,  X,  X 

Diamonds  Ace,  King,  gueen,  X,  X 

Clubs  Ace,  X,  X 

Spades       X,  X,  X 
Hearts        King,  Knave,  Ten 
Diamonds  Ace,  Queen,  X 
Clubs  Ace,  Knave,  X,  X 


Should  bid  two  Diamonds. 


Should  pass ;  bidding  two  Clubs 
would  indicate  Club  strength.  The 
adversary  to  the  left  is  almost  sure 
to  overcall. 

Should  bid  one  No  Trump. 


Should  bid  one  No  Trump. 


(  74  ) 


0  Declaring  <^ 

Holding  Bid 

Spades       X,  X,  X  Should    pass ;  the    Hearts    are    too 

Hearts       Queen,  X,  X,  X,  X  weak  to  justify  a  declaration. 

Diamonds  X,  X 
Clubs         Ace,  X,  X 


WHEN  TO  OVERCALL  PARTNER  S  ONE  HEART 

Hearts,  equally  with  Royals,  being  a  game- 
going  suit,  bids  of  one  Heart  should  receive 
exactly  the  same  treatment  that  is  accorded  to 
calls  of  one  Royal.  The  only  possible  distinction 
between  the  two  situations  is  that  one  Heart  can 
be  taken  out  with  one  Royal,  whereas  it  takes 
two  Hearts  to  overbid  a  Royal  call.  This  differ- 
ence for  the  purpose  under  consideration  is 
theoretical  rather  than  real.  When  the  bidder 
(with  a  reasonable  chance  of  success)  is  striving 
for  the  game,  which  requires  four  odd  tricks,  it 
makes  comparatively  little  difference  whether 
his  declaration  be  one  or  two. 

A  weakness  take-out  is  the  only  kind  of  bid 
that  should  be  affected  by  the  danger  of  increas- 
mg  a  contract  from  one  to  two. 

If  the  holding  be 

(  75  ) 


(^  Auction  Developments  ^ 

Spades         Knave,  Ten,  X,  X,  X 
Hearts        X,  X 
Diamonds  X,  X,  X 
Clubs         X,  X,  X 

it  would  seem  much  wiser  to  call  one  Royal 
over  one  Heart,  as  a  rescue,  than  it  would  with 

Spades        X,  X 

Hearts         Knave,  Ten,  X,  X,  X 

Diamonds  X,  X,  X 

Clubs  X,  X,  X 

to  call  two  Hearts  over  one  Royal.  This  situa- 
tion need  not,  however,  worry  the  Declarer,  as 
both  declarations  would  be  most  unsound. 

Such  a  call  cannot  be  accompanied  by  a  red 
flag  showing  its  character,  and  the  partner,  if  he 
have  strength  in  the  suit  named,  as  well  as  in  his 
original  declaration,  is  bound  to  advance  the  call 
farther.  A  heavy  loss  is  almost  an  inevitable 
result. 

With  any  such  holding  as  either  of  the  above, 
the  player  should  pass.  It  is  true  that  thechances 
are  that  the  combined  hands  will  produce  better 
results  if  the  trump  be  the  long  weak  suit  of  the 
Declarer  than  the  long  strong   one   originally 

(  76  ) 


0  Declaring  ♦ 

named.  There  is,  however,  comparatively  little 
chance,  if  the  partner  have  a  "  bust,"  that  the 
bid  of  one  Royal  or  one  Heart  will  become  the 
final  declaration.  There  is  still  an  adversary  to 
be  heard  from,  and  it  is  practically  certain  that 
he  is  strong;  he  is  almost  sure  to  overbid  the 
original  call  of  one,  so  the  rescue  is  not  essential. 

The  case  is  not  the  same  as  when  the  partner 
has  called  one  No  Trump,  that  declaration  being 
much  more  apt  to  stand. 

Of  course,  when  the  length  of  the  long  weak 
suit  is  six  or  more,  and  when  the  hand  contains 
some  additional  assistance,  the  game  again  ap- 
pears possible,  even  probable,  and  the  situation 
changes  accordingly. 

With  such  a  holding  as 

Spades        Knave,  Ten,  Nine,  X,  X,  X 
Hearts        None 
Diamonds  Ace,  X,  X 
Clubs  King,  X,  X,  X 

a  bid  of  a  Royal  over  a  Heart  would  be  more 
than  justified,  and  with  the  Spades  and  Hearts 
transposed,  two  Hearts  should  certainly  be  called 
over  one  Royal. 

(  77  ) 


Auction  Developments 


7 


A  few  examples  of  bidding  over  one  Heart 
follow  :  — 

EXAMPLES  OF  BIDS  OVER  PARTNER'S  ONE  HEART 


Spades        Ace,  Knave,  Ten,  X,  X 
Hearts        X,  X 
Diamonds  King,  X,  X 
•Clubs  X,  X,  X 

Spades        Ace,  Knave,  Ten,  X,  X 
Hearts        King,  Ten,  X 
Diamonds  Queen,  X,  X,  X 
Clubs  X 


Spades        Ace,  King,  X,  X,  X 
Hearts        Ten,  X,  X,  X 
Diamonds  Queen,  X,  X 
Clubs  X 

Spades        Ace,  King,  X 
Hearts        Queen,  Ten,  X,  X 
Diamonds  King,  Queen,  Ten 
Clubs  Ace,  X,  X 


Spades        None 

Hearts        King,  Knave,  X,  X 

Diamonds  X,  X,  X,  X 

Clubs  Ace,  King,  Knave,  X,  X 


As  this  hand  cannot  help  the  Heart 
suit,  and  the  Heart  bidder  may  be 
able  to  help  Royals,  it  is  a  take-out. 

This  hand  can  help  Hearts,  and 
while  the  partner  may  be  able  to  help 
Royals,  it  is  most  deceptive  to  deny 
Heart  strength.  Bidding  Royals 
would  be  taking  a  chance  instead  of 
a  certainty.  This  hand  should  call 
two  Hearts. 

Another  two  Hearts  bid,  same  rea- 
soning as  previous  hand. 


This  hand  should  pass.  It  is  such  a 
wonderful  aid  for  a  Heart  that  it 
would  be  folly  to  think  of  No  Trump; 
it  is  too  strong  to  bid  two  Hearts,  as 
with  so  potential  a  holding  adverse 
bidding  should  be  encouraged. 

Should  bid  three  Hearts. 


WHEN    TO    OVERCALL    PARTNER  S    ONE    DIAMOND 
OR    ONE    CLUB 

When   a  player  bids  one  Diamond   or  one 
Club,  he  indicates  a  willingness  to  play  the  minor 

(  78  ) 


0  Declaring  <!»> 

suit  he  has  declared,  and  also  guarantees  help 
should  his  partner  be  able  to  make  a  declaration 
more  apt  to  produce  game. 

It,  therefore,  becomes  evident  that  the  part- 
ner should  overbid  such  a  call  whenever  his 
holding  is  sufficiently  powerful,  and  that  such 
action,  especially  when  the  change  is  to  No 
Trump,  does  not  by  any  means  deny  strength 
in  the  suit  originally  declared. 

A  few  examples  are  given  of  bidding  over  one 
Diamond  ;  these  would  apply  equally  to  an  over- 
bid of  one  Club,  should  the  Club  and  Diamond 
suits  be  transposed. 

EXAMPLES  OF  BIDS  OVER  PARTNER'S  ONE  DIAMOND 

Spades       Ace,  Knave,  X  Should  bid  No  Trump. 

Hearts        X,  X,  X 
Diamonds  King,  X,  X 
Clubs  Knave,  Ten,  X,  X 

Spades        King,  X,  X  Should  bid  No  Trump. 

Hearts        X,  X,  X 

Diamonds  X,  X 

Clubs         Ace,  King,  Queen,  X,  X 

Spades        King,  X,  X,  X  Should  bid  two  Diamonds. 

Hearts        X 

Diamonds  King,  X,  X,  X 

Clubs         X,  X,  X,  X 

(  79  ) 


Auction  Developments  ^ 


Spades        Ace,  King,  X  Should  bid  four  Diamonds. 

Hearts        None 

Diamonds  King,  Knave,  X,  X,  X 

Clubs  X,  X,  X,  X,  X 

Spades        Ace,  Queen,  Knave,  X,  X  Should  bid  two  Royals. 
Hearts        X 
Diamonds  King,  X,  X 
Clubs  King,  X,  X,  X 

Spades        Ace  Should  bid  one  Heart.* 

Hearts        King,  Knave,  Ten,  X,  X 

Diamonds  Knave,  X,  X 

Clubs  Queen,  Knave,  X,  X 

Spades        X,  X  Should  bid  two  Clubs. 

Hearts        X,  X,  X 

Diamonds  X,  X 

Clubs  Ace,  King,  Queen, X,  X,  X 

*   A  player  who  uses  the  Spade  bids  would  call  six  Spades  with  this  hand. 


OVERCALLING    PARTNER  S    BID    OF    TWO 

When  a  player  starts  with  a  bid  of  two  No 
Trumps,  Royals,  or  Hearts,  he  distinctly  and 
emphatically  says,  "  Partner,  I  hope  to  get  game 
in  this  declaration.  My  hand  does  not  fit  any 
other  ;  as  a  matter  of  fact,  I  am  bidding  the  extra 
trick  hoping  to  shut  out  a  bid  that  I  fear.  If  you 
have  any  help,  so  much  the  better,  but,  whatever 
you  may  have,  remember  I  do  not  want  to  be 
taken  out  unless  your  reasons  for  so  doing  are 
so  convincing  that  they  make  such  action  on 
(  80  ) 


0  Declaring  <*> 

your  part  seem  compulsory."  A  high  honor 
score  is  almost  the  only  holding  which  justifies 
such  a  take-out. 

With  four  Aces  a  player  should  unquestion- 
ably overbid  a  partner's  two  Royals  or  two 
Hearts,  and  with  five  Spades  with  fiaur  Honors  he 
should  overcall  two  No  Trumps  or  two  Hearts. 
Four  Heart  honors  and  one  other  Heart  should 
overcall  two  No  Trumps,  and  possibly  two 
Royals  (although  the  latter  case  is  somewhat 
close) ;  five  Heart  honors,  however,  or  six  Hearts 
with  four  honors  would  beyond  question  justify 
the  bid. 

Of  course,  an  original  two  Diamonds  or  two 
Clubs  '  asks  to  be  taken  out,  provided  a  game- 
going  bid  be  possible  and  presents  a  totally 
different  situation  from  a  call  of  two  Royals  or 
two  Hearts. 

OVERBIDDING    PARTNER    WHEN    HE    HAS 
BEEN     DOUBLED 

There  are,  perhaps,  few  topics  upon  which  all 
Auction  writers  and  expert  players  agree,  but 

'   See  table,  page  6i ;    also  Auction  of  To-Day,  page  54. 
(    81    ) 


<^  Auction  Developments  S? 

there  is  at  least  one  concerning  which  they  are 
in  complete  harmony.  Every  book,  every  news- 
paper article  that  refers  to  the  subject,  and  every 
expert  who  delivers  a  lecture  across  the  table 
preaches  from  the  text  that  "  It  is  seldom  sound 
bidding  to  take  your  partner  out  when  he  has 
been  doubled."  This  is  a  point  upon  which 
every  one  agrees,  and  yet  there  is  a  certain  per- 
centage of  players  who,  while  they  concur  in 
theory  with  the  proposition,  in  practice  cannot 
resist  the  temptation  to  overbid.  A  player  of 
this  kind  may  start  the  game  with  the  most 
positive  intention  of  resisting  the  tendency  he 
knows  to  be  a  distinct  weakness,  but  the  mo- 
ment his  partner  (no  matter  how  sound  a  De- 
clarer he  may  be)  is  doubled,  and  the  hand  of 
the  player  in  question  is  short  of  trumps  (as  is 
almost  invariably  the  case),  he  becomes  panic- 
stricken.  Like  the  tippler  who  takes  the  pledge 
everv  morning  and  breaks  it  the  first  time  he 
is  offered  a  drink,  he  simply  cannot  resist  the 
temptation  to  rescue  a  partner  who  is  probably 
praying  to  be  let  alone. 

It  is  possibly  useless  to  say  anything  more  on 
(  82) 


0  Declaring  ♦ 

this  subject,  and  yet,  as  long  as  there  be  heathen, 
missionaries  should  be  sent  to  save. 

The  first  point  to  be  remembered  by  the 
player  who  is  considering  the  advisability  of 
taking  out  a  partner  who  has  been  doubled,  is 
that  fully  nine  tenths  of  such  take-outs  result 
disastrously,  and  that  whenever  there  is  any  rea- 
sonable doubt  upon  the  subject  the  verdict 
should  be  in  favor  of  the  partner. 

If  the  Declarer  have  any  strength,  it  will  help 
the  partner  win  a  doubled  declaration  ;  if  not, 
the  chances  are  that  the  change  will  only  make 
matters  worse. 

If  the  doubler  be  a  reckless  bidder,  it  is 
probable  that  the  partner  will  win  out;  if  the 
doubler  be  a  sound  Declarer,  it  is  a  safe  assump- 
tion that  he  is  prepared  to  double  any  other 
call  and  can  probably  do  so  with  more  effective 
result. 

There  are,  of  course,  some,  more  or  less  ex- 
ceptional, cases  in  which  a  take-out  is  effective, 
and  it  is  important  that  the  bidder  who  is  prone 
to  interfere  with  a  doubled  partner  should  thor- 
oughly understand  the  exact  character  of  these 

(  83  ) 


4^  Auction  Developments  7 

hands,  so  that  with  any  other  holding  he  may 
be  induced  to  remain  silent. 

The  only  hand  with  which  the  partner  should 
be  taken  out  when  doubled  is  one  which  cannot 
help  the  partner's  declaration  and  yet  may  pos- 
sibly fulfill  the  proposed  contract. 

Suppose  the  Dealer  bid  No  Trump ;  Second 
Hand,  two  Hearts;  Third  Hand,  pass  ;  Fourth 
Hand,  two  Royals ;  Dealer,  three  Diamonds, 
which  the  Second  Hand  doubles. 

If  the  Third  Hand  hold 

Spades        X,  X 

Hearts        X,  X,  X,  X 

Diamonds  X 

Clubs  Knave,  Ten,  X,  X,  X,  X 

it  would  doubtless  be  sound  bidding  to  take  out 
with  four  Clubs.  The  hand  is  trickless  in  Dia- 
monds, but  of  material  assistance  in  Clubs,  and 
the  bidding  would  indicate  that  the  Dealer  has 
some  strength  in  Clubs.  In  such  acase,  although 
it  increase  the  contract  one,  the  take-out  is  dis- 
tinctly advisable. 

(  84  ) 


0  Declaring  cQj 

Suppose,  however,  that  the  hand  be 

Spades        None 

Hearts        X,  X 

Diamonds  X,  X,  X,  X 

Clubs  Knave,  Ten,  X,  X,  X,  X,  X 

the  take-out  would  not  be  wise,  as  the  hand  will 
probably  materially  aid  the  partner. 

Another  example  of  a  very  foolish  take-out 
follows  :  — 

The  Dealer  bids  two  Hearts;  Second  and 
Third  Hands,  pass  ;  Fourth  Hand,  two  Royals  ; 
Dealer,  three  Hearts;  Second  Hand,  double. 

The  Third  Hand  holds 

Spades        King,  Queen 

Hearts        None 

Diamonds  Ace,  King,  X,  X,  X,  X 

Clubs  Knave,  X,  X,  X,  X 

Four  Diamonds  might  be  made,  but  that  is  far 
from  being  certain.  The  partner  has  called  three 
Hearts  without  assistance ;  this  hand  assures  one 
Spade,  and,  unless  ruffed,  two  Diamond,  tricks. 
If  the  partner  be  a  sound  bidder,  his  success 
is  beyond  question.  It  is  certainly  better  to  make 

(  85  ) 


(^  Auction  Developments  S? 

three  or  more  Hearts,  worth  i6  per  trick,  than 
to  chance  making  four  Diamonds  worth  7  per 
trick. 

As  an  illustration  of  the  difficulties  into  which 
players  get  themselves  who  cannot  remain  quiet 
when  the  partner  is  doubled,  a  story,  vouched 
for  as  true  by  eye-witnesses,  is  told  of  one  of  the 
most  popular  habitues  of  the  card-room  of  a 
club  where  Auction  is  most  popular  and  where 
the  standard  of  play  is  exceptionally  high.  The 
player  in  question,  generally  known  as  "  the 
General,"  loves  Auction,  plays  his  cards  with 
rare  skill,  and  in  a  "  marathon  "  contest  is  un- 
equaled  ;  but  the  word  "  double"  uttered  by  an 
adversary  has  the  same  effect  upon  him  that  a 
steam-roller  or  an  automobile  with  open  muffler 
has  upon  a  couritry-bred  horse  on  its  first  trip 
to  the  city. 

On  one  occasion  the  General  was  sitting  fourth 
hand  and  the  bidding  was  as  follows:  — 

Dealer  2  Spades. 

General's  partner  i  Royal. 

Dealer's  partner  i  No  Trump. 

General  Pass. 

(  86) 


0 


Declaring 


* 


Dealer 

Pass. 

General's  partner 
Dealer's  partner 
General  (quickly) 

2  Royals. 
Double. 

3  Hearts. 

Dealor 

Double. 

General's  partner 

Dealer's  partner 

General  (without  hesitation) 

3  Royals. 
Double. 

4  Diamonds, 

Dealer 

Double. 

General's  partner 

Dealer's  partner 

General  (after  much  hesitation 

4  Royals. 
Double. 

and  with  great  agitation) 

Pass. 

Dealer 

Pass. 

General's  partner 

Pass. 

This  unusual  bidding  naturally  attracted 
players  from  all  over  the  room,  who  rushed  to 
the  table  to  see  the  remarkable  holding  the  Gen- 
eral must  have.    He  put  down  — 


Spades        None 
Hearts        9,  8,  6,  4,  3 
Diamonds  Ten,  9,  6,  5,  2 
Clubs         8,  7,  3 

(  87  ) 


(^  Auction  'Developments  7 

Fortunately  the  furnishings  of  the  card-room 
did  not  include  a  dictagraph. 

WHEN    TO    SUPPORT    BID    OF   A    PARTNER 

WHO    HAS    BEEN    OVERCALLED    BY   AN 

ADVERSARY 

There  is  probably  no  question  in  Auction  that 
the  beginner  finds  more  perplexing  than  the  de- 
termination of  when  he  should  support  his  part- 
ner's declaration,  and  when  it  is  the  part  of  wis- 
dom to  pass  and  permit  the  adversaries  to  cap- 
ture the  play  with  a  low  bid.  The  player  who 
is  too  timid  loses  many  opportunities  both  to 
play  declarations  that  can  be  made  and  to  induce 
the  adversaries  to  attempt  contracts  which  they 
cannot  fulfill;  the  player  who  is  too  bold  is  con- 
tinually overestimating  the  strength  of  his  cards 
and  creating  disaster  for  his  partnership. 

Some  few  natural  Declarers  have  the  ability 
with  doubtful  hands  to  know  just  when  it  is 
safe  to  assist  the  partner,  and  when  i-t  is  much 
wiser  to  maintain  a  dignified  silence.  Players 
gifted  in  this  way  seem  able,  in  some  occult 
manner,  to  determine  exactly  how  far  an  adver- 

(  88  ) 


0  Declaring  <?> 

sary  may  be  safely  pushed  before  he  will  stop 
bidding  and  try  doubling.  The  talent,  if  it  may 
be  called  that,  is  possibly  an  ability  to  read  the 
characteristics  of  the  opponent  rather  than  to 
measure  accurately  the  value  of  the  cards.  For 
the  exceptional  player  who  possesses  so  valuable 
a  trait  advice  is  useless,  but  for  the  other  nine 
hundred  and  ninety-nine  out  of  every  thousand, 
rules  are  most  important,  especially  when  the 
reason  for  their  existence  is  fully  understood  and 
appreciated. 

The  player  in  doubt  whether  or  not  to  assist 
his  partner's  declaration  must  remember  that, 
unless  that  partner  bid  a  second  time,  it  is  very 
possible  his  original  call  has  been  made  with  the 
minimum  amount  of  strength  that  justifies  an 
original  declaration  ;  namely,  if  it  be  No  Trump, 
three  tricks  ;  if  it  be  a  suit,  four  tricks ;  that 
when  such  declaration  was  made  it  was  based 
upon  the  expectation  of  average  assistance 
from  the  partner  and  the  recognized  advantage 
which  accrues  to  the  player  of  the  combined 
hands. 

This  may  be  figured  out  as  follows :  — 
(  89)    . 


4>  Auction  Developments  S? 

Tricks 

Value  of  high  cards  in  border-line  No  Trumps  ...  3 

Value  of  playing  combined  hands I 

Value  of  high-card  tricks  expected  from  partner        .      .  2 
Value  of  extra  low  or  medium  card  trick  probable  from 

combined  hands I 

Amount  of  contract 7 

It  will  be  noticed  that  this  estimate  is  fairly 
liberal,  as  the  two  items,  for  each  of  which  a 
single  trick  is  allowed,  sometimes  entirely  fail  to 
materialize ;  in  other  cases  they  appear  to  com- 
bine, furnishing  but  one  trick  between  them. 

When,  therefore,  the  partner  of  a  No  Trump 
bidder  is  called  upon  to  decide  whether  to  ad- 
vance that  declaration,  he  should  not  do  so  un- 
less he  can  see  at  least  one  trick  in  the  adverse 
suit,  one  other  sure  quick  trick,  and  a  reasonable 
chance  for  more  even  if  the  original  bid  have 
been  of  the  border-line  variety. 

For  example,  suppose   the  bidding  to  have 

been  one  No  Trump,  two  Clubs,  and  the  third 

hand  hold 

Spades        X,  X 

Hearts        X,  X,  X 

Diamonds  Ace,  Knave,  Ten,  X,  X 

Clubs  Ace,  X,  X 

(  90  ) 


0  Declaring  4> 

The  two  Aces  are  quick  sure  tricks,  one  in  the 
adverse  suit,  and  the  remainder  of  the  Diamond 
holding  contains  sufficient  possibilities  to  war- 
rant the  call  of  two  No  Trumps.  Change  the 
hand  slightly  by  merely  substituting  two  small 
Diamonds  in  place  of  the  Knave  and  Ten, 
and  the  probability  of  establishing  the  suit  being 
thereby  materially  decreased,  the  extra  strength 
is  lacking  and  it  is  safer  not  to  advance  the  No 
Trump. 

Of  course,  if  the  hand  be 

Spades        Ace,  X,  X 

Hearts        X,  X 

Diamonds  Ace,  Knave,  Ten,  X,  X 

Clubs         X,  X,  X 

the  bid  over  two  Clubs  would  be  two  Diamonds. 
A  few  more  examples  follow:  — 

EXAMPLES     OF    THIRD    HAND    BIDS,    DEALER    HAVING 
CALLED  NO  TRUMP,  SECOND  HAND  TWO  CLUBS 

Spades        Ace,  X,  X,  X  Rather  a  dose  case,  but  safer  to  pass, 

Hearts        Queen,  X  •  the    unguarded    Queen    of    Hearts 

Diamonds  X,  X,  X,  X  hardly  being  of  sufficient  strength  to 

Clubs  King,  X,  X  justify  the  bid.   The  least  additional 

assistance    would    make    the    hand 

worth  one  raise. 

(91     ) 


♦ 


Auction  Developments 


S? 


Spades        Ace,  X,  X 

Hearts        X,  X 

Diamonds  Queen,  Knave,  X,  X,  X 

Clubs  King,  X,  X 


Should  bid  two  No  Tramps. 


Spades         Ace,  X,  X 
Hearts        Queen,  X,  X 
Diamonds  King,  Queen,  X,  X,  X 
Clubs         X,  X 


Should  bid  two  Diamonds. 


Spades        Ace,  X,  X 
Hearts        King,  Queen,  X 
Diamonds  X,  X,  X,  X 
Clubs         X,  X,  X 


Should  pass. 


Spades        X,  X,  X  Should  pass;  it  would  be  a  fatal  mis- 

Hearts        X,  X,  X,  X  take  to  double  or  bid  two  No  Trumps. 

Diamonds  X  The  Club  bidder  is  almost  certainly 

Clubs  Ace,  King,  Knave,  X,  X     working  a  •'Shift"  *  with  dx  solid 

Diamonds,  and  if  undisturbed  can  be 

slaughtered. 


Spades        King,  X,  X 
Hearts        X,  X,  X,  X 
Diamonds  Queen,  X 
Clubs  Queen,  X,  X,  X 


Should 


pass. 


Spades         Queen,  X,  X 
Hearts        X 

Diamonds  Ace,  King,  X,  X,  X 
Clubs  Knave,  Ten,  X,  X 


Should  bid  two  No  Trumps. 


*  See  Auction  of  To-Day^  pages  76,  77. 


(    92    ) 


0  Declaring  <Sb 


WHEN    TO    ADVANCE    PARTNER  S    SUIT    BID. 

Analyzing  the  original  suit  bid,  we  find  that 
the  minimum  strength  with  which  this  call  is 
made  without  additional  assistance  is  Ace,  King, 
and  three  small  of  the  suit  named.  The*  two 
top  honors  are,  of  course,  each  worth  one  trick, 
and  the  three  small  cards,  if  there  be  an  even 
break,  should  produce  two  more,  so  that  an  orig- 
inal suit  bid  is  generally  set  down  as  having  a 
minimum  value  of  four  tricks.  Add  to  this  the 
trick  always  supposed  to  accrue  to  the  player  of 
the  combined  hands  and  it  will  be  seen  that  the 
original  Declarer,  when,  with  a  border-line  hand, 
he  calls  one  of  a  suit,  is  depending  less  upon  his 
partner  than  when,  with  the  minimum  holding, 
he  calls  one  No  Trump.  It  of  necessity  follows 
that  the  partner  of  the  suit  bidder  is  justified 
in  assisting  with  slightly  less  strength  than  he 
would  require  to  warrant  advancing  a  No  Trump 
declaration.  It  is  also  true  that  a  suit  call  may 
be  assisted  higher  and  that  more  causes  produce 
"raisers." 

The  various  factors  which  may  each   be  said 

(  93  ) 


4^  Auction  Developfnents  S? 

to  be  worth  one  or  more  tricks  for  a  partner's 
suit  declaration  are  — 

Ace,  King,  or  Queen  of  the  trump  suit,  each one 

*A  blank  suit,  provided  the  hand  contain  trumps  for  ruffing  at  least  two 
**A  single  card  suit,  provided  the  hand  contain  trumps  forruffing  at  least  one 
A  two-card  suit,  provided  the  hand  contain  trumps  for  ruffing      less  than  one 

An  Ace one 

A  King  (  unless  the  suit  has  been  bid  by  the  left-hand  adversary)     nearly  one 

A  King  and  Queen  of  the  same  suit fully  one 

A  Queen  (is  of  doubtful  value)  must  be  estimated  as  distinctly  less  than  one 

Four  smali  trumps  without  ruffs  ** less  than  one 

Five  smaU  trumps  without  ruffs  **    . about  one 

*  Can  be  valued  about  one  half  o^er  the  figure  given. 

**   No  suit  of  less  than  two  cards. 

Figuring  on  the  basis  of  the  above  estimate, 
it  becomes  a  question  whether  with  just  two  tricks 
the  partner's  bid  should  be  raised.  Some  players 
believe  in  so  doing  and  some  authorities  so  rec- 
ommend; it  is  more  conservative  however  to 
adopt  the  rule  that  with  a  bare  two  tricks  a  part- 
ner's bid  of  one  should  not  be  advanced  to  two, 
but  that  his  call  of  two,  when  made  without  assist- 
ance (whether  two  originally  or  one  at  a  time), 
should  be  raised  to  three;  that  with  any  strength, 
no  matter  how  little,  more  than  two,  the  part- 
ner's bid  of  one  should  be  advanced ;  and  that 
each  additional  trick  should  warrant  one  more 
raise. 

(  94  ) 


0 


Declaring 


♦ 


If  the  above  doctrine  be  applied  to  a  number 
of  hands  in  order  to  figure  out  the  practical  re- 
sult, it  is  believed  it  will  be  found  to  work  more 
satisfactorily  than  any  other  method. 


EXAMPLES  OF  HANDS  WHICH  SHOULD  OR  SHOULD 
NOT  ADVANCE  PARTNER'S  BID  OF  ONE  HEART, 
AN    ADVERSARY    HAVING    CALLED   TWO    DIAMONDS 


Spades        X,  X,  X 
Hearts        Ace,  X,  X 
Diamonds  X,  X,  X 
Clubs         Knave,  X,  X,  X 

Spades        Ace,  X,  X 
Hearts        King,  X,  X 
Diamonds  X,  X,  X 
Clubs         Knave,  X,  X,  X 

Spades        Ace,  X 

Hearts        X,  X,  X 

Diamonds  X,  X,  X 

Clubs         Queen,  Knave,  X,  X,  X 


Only  worth  one  trick;  should  not 
under  any  circumstances  advance 
partner's  bid. 

Worth  exactly  two  tricks;  should 
not  raise  from  one  to  two,  but  should 
from  two  to  three. 


The  Ace  is  worth  one,  plus  which 
the  hand  contains  two  elements  of 
doubtful  value  ;  viz.,  only  two  Spades 
and  the  Queen-Knave  of  Clubs.  Not 
strong  enough  to  raise  from  one  to 
two  and  probably  should  not  go  from 
two  to  three,  unless  the  partner  be 
ultra  conservative. 

Spades        Ace  The  singleton  Ace  is  worth  one  plus 

Hearts        X,  X,  X  "  at  least  one,"  to  which  should  be 

Diamonds  X,  X,  X,  X  added  the  doubtful  value  of  the  Clubs. 

Clubs  Queen,  Knave,  X,  X,  X      This  hand  is  worth  more  than  one 

raise  ;  in  fact,  almost  two.  It  should 
advance  partner's  one  to  two,  but 
should  not  go  to  three  unless  the  part- 
ner be  very  conservative.  It  would 
seem  safe,  however,  with  this  hand 
to  advance  any  partner's  unassisted 
two  up  to  four  if  neces8ar]r. 


(  95  ) 


♦ 


Auction  Developments 


S? 


Spades        Ace,  X,  X 

Hearts        X,  X 

Diamonds  X,  X,  X 

Clubs         King,  X,  X,  X,  X 


Not  worth  quite  two  tricks  and  very 
weak  in  trumps  ;  better  not  to  bid 
with  this  hand. 


Spades        Ace,  X,  X 
Hearts        X,  X,  X,  X 
Diamonds  X,  X,  X 
Clubs  Knave,  Ten,  X 


Just  under  the  strength  requisite  for 
a  bid.  • 


Spades        Ace,  X 

Hearts        X,  X,  X,  X 

Diamonds  X,  X 

Clubs         Knave,  Ten,  X,  X,  X 


Much  stronger  than  the  preceding 
hand  ;  is  worth  a  raise  from  one  to 
two. 


Spades        Ace,  X 

Hearts        King,  X,  X,  X 

Diamonds  X,  X 

Clubs         Queen,  Knave,  X,  X,  X 


Worth  two  raises. 


Spades        Ace 

Hearts        King,  X,  X,  X 

Diamonds  X,  X 

Clubs         King,  Knave,  X,  X,  X 


Worth  three  raises. 


Spades        None 

Hearts        King,  X,  X,  X,  X 

Diamonds  X,  X,  X 

Clubs         Ace,  King,  X,  X,  X 


While  this  hand  may  be  said  to  be 
worth  almost  six  tricks,  it  should  not 
advance  the  bid  to  more  than  five 
Hearts  unless  it  can  be  safely  inferred 
from  the  bidding  that  the  partner  is 
very  short  of  Diamonds. 


Spades        Ace,  X 
Hearts        X,  X,  X,  X 
Diamonds  King,  X 
Clubs         X,  X,  X,  X,  X 


Worth  one  raise  if  the  original  Dia- 
mond bid  be  to  the  right ;  but  if  it  be 
to  the  left,  this  hand  should  not  de- 
clare. 


(96    ) 


0     ,  Declaring  <5> 

WHEN  PLAYER  SHOULD  ADVANCE  HIS  OWN 
BID  WITHOUT  HELP  FROM  HIS  PARTNER 

Whether  it  be  a  No  Trump  or  a  suit  decla- 
ration, a  player  should  not  in  any  case  call  two 
originally  with  less  than  six  tricks,  and  the  same 
theory  applies  whenever  an  original  bidder  is 
called  upon  to  determine  whether,  without 
assistance  from  his  partner,  he  should  increase 
his  own  call  of  one  to  two. 

In  both  cases  the  partner  may  have  that 
much-dreaded  "  bust,"  and  it  is  therefore  un- 
wise for  a  bidder  to  contract  to  take  eight  tricks 
unless  at  least  six  be  in  sight. 

Players  who  do  not  follow  this  rule  may  cite 
the  case  of  the  original  "one  No  Trump"  bid- 
der, who  often  declares  to  take  seven  tricks 
when  he  only  has  three,  and  therefore  contend 
that  it  is  at  least  one  trick  more  conservative 
to  declare  for  eight  with  five  in  hand. 

While  at  first  glance  this  seems  plausible,  it 
really  is  not  so.  A  bid  of  one  is  rarely  doubled, 
but  a  call  of  two  often  suffers  that  fate.  Further- 
more, the  original  declaration  is  a  different  prop- 

(  97  ) 


4>  Auction  Developments  S? 

osition ;  it  is  of  vital  importance  for  the  success 
of  the  hand  that  the  partner  obtain  a  line  on 
the  genera!  character  of  the  holding,  and  in  the 
long  run  the  return  will  prove  any  risk  which 
accompanies  such  bidding  well  worth  the 
taking. 

The  advance  from  one  to  two  is  totally  differ- 
ent. The  partner  has  received  his  message  ;  if  he 
can  help  sufficiently  to  make  game  possible  he 
will  do  so;  if  not,  a  venturesome  advance  of  his 
own  bid  by  the  original  Declarer  is  not  apt  to  ac- 
complish anything  advantageous  and  may  spell 
trouble.  Furthermore,  it  is  important  that  this 
advance  when  made  should  give  definite  infor- 
mation, so  that  the  partner  may  have  data  which 
will  enable  him  to  push  it  farther,  if  his  hold- 
ing warrant. 

But  once  more  the  player  who  feels  it  a  dis- 
grace to  give  up  a  declaration  steps  in  with  his 
objections  and  again  he  has  an  apparently  plau- 
sible proposition.  He  argues,  "If  I  must  have 
six  tricks  to  increase  my  bid  of  one  to  two,  and 
if  six  tricks  justify  an  original  bid  of  tvvo,  why 
not  make  the  rule  with  six  tricks  always  to  bid 
(  98  ) 


0  Declaring  Q> 

two  at  the  start  and  never  to  increase  your  own 
call  of  one  ?  " 

The  answer  is  suggested  by  a  little  familiarity 
with  the  scheme  of  declaration.  An  original  bid 
of  two  is  advisable  only  with  hands  which  desire 
to  prevent  any  other  call,  whether  it  emanate 
from  partner  or  adversary,  —  hands  which  wish 
to  preempt  the  declaration.  A  No  Trump  hold- 
ing with  six  tricks  in  sight  is  not  accompanied 
by  any  such  wish,  as  it  is  often  advisable  that 
the  partner,  with  either  Royal  or  Heart  strength 
or  as  a  rescue,  be  permitted  to  overbid.  The 
only  character  of  hand  which  justifies  starting 
with  two  No  Trumps  is  the  rare  combination  in 
which  a  solid  suit  of  six  or  seven  Diamonds  or 
Clubs  is  accompanied  by  an  Ace  or  guarded  King 
in  at  least  two  other  suits,  the  idea  being  to  shut 
out  two  Hearts  or  Royals. 

The  same  principle  governs  the  original  bids 
of  two  Royals  and  two  Hearts.  They  should 
not  be  made  every  time  an  original  Declarer 
holds  six  tricks  in  either  suit,  but  only  when,  in 
addition  to  having  at  least  that  number  of  tricks 
assured,  he  fears  the  other  major  suit  may  be 

(  99  ) 


4>  Auction  Developments  '    7 

bid  and  that  he  may  be  forced  higher  than  may 
prove  convenient.    For  example  — 

Spades        Ace,  King,  Ten,  X,  X,  X 
Hearts        None 
Diamonds  Ace,  Queen,  X,  X 
Clubs         X,  X,  X 

would  be  a  sound  two  Royals  bid ;  but 

Spades        Ace,  King,  Ten,  X,  X,  X 
Hearts        Ace,  Queen,  X,  X 
Diamonds  X,  X 
Clubs         X 

should  be  started  with  one  Royal. 

Two  Diamonds  or  Clubs  are  never  bid  orig- 
inally except  with  solid  suits  as  a  No  Trump 
invitation ;  so  it  is  seen  there  are  many  cases  in 
which  a  player  with  six  tricks  does  not  make  an 
initial  call  of  two. 

It,  therefore,  becomes  interesting  to  note  cer- 
tain hands  which  should  advance  their  own  bids 
from  one  to  two  and  others  which  should  not. 

The  question  arises  under  two  somewhat  dif- 
ferent conditions ;  in  one  the  adversary  to  the 
left  has  overbid  and  both  the  partner  and  Fourth 

(   100  ) 


0  Declaring  £t> 

Hand  have  passed,  in  the  other  the  Second 
Hand  and  the  partner  have  passed  and  the 
Fourth  Hand  has  declared.  In  the  latter  case 
passing  does  not  surrender  the  declaration,  as 
the  partner  is  still  to  be  heard  from  and  the 
amount  of  his  strength  is  unknown.  This  is, 
however,  too  slight  a  differenoe  to  make  any 
change  in  the  bidding,  as  even  in  the  latter  case 
the  original  Declarer  if  he  raise  must  do  so 
totally  uninformed  whether  his  partner  will  pro- 
duce record-breaking  assistance  or  a  trumpless 
"  Yarborough." 

Applying  the  six-trick  rule  to  general  hands, 
and  also  figuring  on  the  danger  of  the  adverse 
suit  being  run,  we  find  the  result  as  follows:  — 

TABLE  OF  HANDS  WHICH  HAVE  BID  ONE  NO  TRUMP 
AND  BEEN  OVERCALLED  BY  AN  ADVERSE  TWO 
HEARTS 

Spades        Ace,  X,  X,  X  Should  not  bid  on  second  round. 

Hearts        Ace,  Queen 
Diamonds  Queen,  X,  X 
Clubs  Ace,  X,  X,  X 

Spades        King,  X  Should  call  two  No  Trump*. 

Hearts        Ace,  Queen,  Ten 
Diamonds  Queen,  Knave,  Ten,  X,  X 
Clubs         Ace,  Knave,  X 

(    lOO 


4>  Auction  Developments  7 


Spades        X,  X  Should  call  two  No  Trumps. 

Hearts        Ace,  Knave,  X 
Diamonds  King,  Queen,  Knave,  X,  X 
Clubs  King,  Queen,  X 

Spades        King,  Queen,  X  Should  either  pass  or  bid  three  Dia- 

Hearts       Ace,  X  monds,  the  latter  distinctly  preferred. 

Diamonds  King,  Queen,    Knave,   X, 

X,  X 
Clubs         X,  X 

Spades        King,  Queen,  X  Two  No  Trumps  stands   a    better 

Hearts        Ace,  X,  X  chance  of  producing  game  than  three 

Diamonds  Ace,  King,  Queen,  X,  X,X  Diamonds  ;  it  should  be  called. 
Clubs         X 

Spades        King,  Queen,  X  Should  pass. 

Hearts        King,  X,  X 
Diamonds  Ace,  Queen,  X 
Clubs  King,  X,  X,  X 

Spades        Ace,  King,  Queen,  X  Should  call  two  Royals. 

Hearts        King,  X 
Diamonds  Ace,  Queen,  X 
Clubs         King,  X,  X,  X 


WHEN  A   PLAYER  SHOULD  INCREASE    HIS  OWN 
SUIT  BID 

In  the  case  of  a  suit  declaration,  it  is  not 
necessary  to  consider  the  question  of  stoppers 
or  the  running  of  the  adverse  suit;  the  appli- 
cation of  the  six-trick  rule,  therefore,  becomes 
quite  simple,  as  will  be  seen  from  the  following 
examples :  — 

(  102  ) 


0 


Declaring 


* 


EXAMPLES    OF   WHEN   TO    CONTINUE   A    SUIT   BID 

In  all  the  following  cases  the  original  bid  by  the  Dealer,  whose  hand  is 
given,  is  supposed  to  have  been  one  Diamond,  Second  and  Third  Hands  both 
to  have  passed,  and  Fourth  Hand  to  have  called  one  Heart. 

Spades        X,  X,  X 

Hearts        X,  X 

Diamonds  Ace,  Queen,  Ten,  X,  X 

Clubs         King,  X,  X 

Spades        Ace,  King,  X 
Hearts        X,  X,  X 
Diamonds  Ace,  Knave,  X,  X,  X 
Clubs         X,  X 

Spades        Ace,  King,  X 
Hearts       X,  X 

Diamonds  Ace,  King,  X,  X,  X 
Clubs         X,  X,  X 

Spades       Ace,  X,  X 

Hearts        X 

Diamonds  Ace,   Queen,    Knave,    X, 

X,  X 
Clubs         X,  X,  X 

Spades       X 

Hearts        None 

Diamonds  Ace,  King,  X,  X,  X,  X 

Clubs         gueen.  Knave,  X,  X,  X,  X 


Should  pass  both  on  this  and  all  fu- 
ture rounds;  the  hand  by  its  first 
bid  showed  its  full  strength. 

Should  pass ;  a  little  too  weak  to  call 
two. 


Just  strong  enough  to  call  two  Dia- 
motids. 


Should  call  two  Diamonds. 


Should  call  two  Clubs  or  three,  pos- 
sibly four,  Diamonds. 


A  HAND  THAT  HAS  BID  ITS  FULL  STRENGTH 
SHOULD  THEREAFTER  BE  SILENT 

The  player,  considering  whether  to  advance 
his  own  or  his  partner's  bid,  should  always  be  sure 
that  he  has  not  already  shown  his  entire  strength. 
Suppose!  a  Dealer  start  with  one  Heart,  holding 

(  103  ) 


^  Auction  Developments  V 

Spades         Ace,  X,  X 

Hearts        Ace,  Knave,  X,  X,  X 

Diamonds  X,  X 

Clubs  X,  X,  X 

An  adversary  calls  one  Royal,  and  the  partner 
bids  two  Hearts ;  two  Royals  is  declared  by  the 
other  adversary,  and  the  question  is  whether  to 
go  to  three  Hearts.  Some  players  would  seri- 
ously consider  such  action  and  justify  it  by  the 
Ace  of  Spades,  but  without  that  card  the  original 
Heart  should  not  have  been  declared.  The  full 
strength  of  the  hand  has  been  shown,  and  the 
partner  knows  it  is  at  least  that  strong;  to  bid 
three  would  be  to  announce  tricks  the  hand  does 
not  possess.  Of  course,  if  the  holding  be  varied 
slightly;  for  example  — 

Spades         Ace,  X,  X 

Hearts         Ace,  Knave,  X,  X,  X 

Diamonds  None 

Clubs  Queen,  Knave,  X,  X,  X 

or 
Spades         Ace,  X 
Hearts         Ace,  Knave,  X,  X,  X,  X 
Diamonds  X 
Clubs  X,  X,  X,  X 

(    104  ) 


0  Declaring  <^ 

the  strength  not  originally  announced,  that  is 
in  the  first  example  the  absence  of  Diamonds 
and  Club  assistance,  in  the  second  the  extra 
Heart  and  the  Diamond  singleton,  would 
thoroughly  warrant  a  bid  of  three.  But  when 
the  partner  has  already  been  told  the  full  story, 
it  is  a  fatal  mistake  to  bid  higher. 

This  error  is  a  common  one,  even  among 
good  players,  and  is  made  so  frequently  that  the 
advice  regarding  it  cannot  be  stated  with  too 
great  emphasis.  Another  example  follows. 

The  Dealer  bids  one  No  Trump,  holding 

Spades         Ace,  X 
Hearts         Queen,  Knave,  X 
Diamonds  King,  Knave,  X,  X 
Clubs         X,  X,  X,  X 

Second  Hand  bids  two  Royals,  the  partner  two 
No  Trumps,  Third  Hand  three  Royals.  To  bid 
three  No  Trumps  would  be  most  unsound;  the 
whole  story  was  told  by  the  first  declaration. 

It  often    happens   that  a  bidder  who  starts 
with  two  Spades  feels  called  upon  later  on  to 
aid   his  partner's  No  Trump  or  Royals,  for- 
getting that  the  declaration  he  is  advancing  has 
(  105  ) 


<^  Auction  Developments  S? 

been  based  upon  the  strength  shown  by  the  call 
of  two  Spades  and  probably  would  never  have 
been  made  without  it. 

The  same  card  will  not  win  twice  and  it 
should  not  be  bid  twice.  When  the  entire 
strength  of  a  hand  has  been  declared,  the  part- 
ner knows  how  far  the  combined  hands  may 
safely  venture,  and  the  responsibility  is  entirely 
on  his  shoulders.  A  story-teller  who  bores  his 
listeners  by  repeating  his  anecdotes  is  apt  to  be 
avoided,  but  he  is  harmless,  compared  with  the 
partner  who  twice  declares  his  winners. 

OVERBIDDING  AN  ADVERSE  NO  TRUMPS 

When  the  Dealer  starts  with  one  No  Trump, 
he  sometimes  has  the  most  trivial  justification 
for  so  doing.  A  well-known  expert  properly 
described  the  modern  border-line  No  Trumper 
when  he  replied  to  the  question,  "  What  excuse 
had  you  for  bidding  No  Trump?"  by  saying, 
"  The  deal,  my  nerve,  and  my  desire  to  worry 
the  opponents."  That  even  a  weak  No  Trumper 
must  accomplish  the  last-named  object  is  beyond 
question.  Only  a  mind-reader  can  determine 
(  io6  ) 


0  Declaring  <^ 

whether  those  three  oft-recurring  words,  "  one 
No  Trump,"  have  been  uttered  with  a  Samson- 
like  hand  or  whether  the  call  is  one  of  those 
one-Ace  and  two-King  holdings  above  defined. 
If  it  be  the  former,  the  opponents  do  not  wish  to 
get  their  fingers  burned,  if  the  latter,  they  do 
not  care  to  allow  an  easy  game  to  escape  them. 
Unless  some  further  bidding  illumine  the  situa- 
tion, the  opponents  must  be  very  much  in  the 
dark. 

The  new  bid  of  five  Spades  over  an  adverse 
No  Trump '  is  a  powerful  weapon  when  an  ad- 
versary is  unusually  strong,  and  the  question 
of  when  to  bid  Hearts  or  Royals  is  not  so  hard 
to  determine ;  but  when  to  bid  two  Clubs  or 
Diamonds  often  puzzles  otherwise  sound  De- 
clarers. On  this  subject  two  precepts  should  be 
borne  in  mind  — 

(i)  Never,  if  Second    Hand,  bid    Clubs  or 

Diamonds  with  a  solid  suit. 
(2)  Never,  if  Second    Hand,  bid   Clubs  or 

Diamonds  unless  the  holding  be  of  a  char- 

*  See  pages  253  seqq. 
(107) 


<^  Auction  Developments  V 

acter  that  the  Declarer  does  not  fear  such 
action  will  cause  the  adversaries  to  shift  to 
Hearts  or  Royals  and  win  a  game  which 
would  have  been  unattainable  at  No 
Trump. 

Playing  Clubs  or  Diamonds  with  a  love  score 
against  a  No  Trump  declaration  is  not,  as  a 
rule,  a  productive  enterprise.  A  game  is  not  to 
be  expected,  and  the  small  winning  probable 
hardly  compensates  for  the  risk,  as  it  must  al- 
ways be  borne  in  mind  that  if  the  Club  or  Dia- 
mond declaration  win  eight  or  nine  tricks  it  is 
not  likely  the  No  Trump  could  have  scored 
game. 

Practically  the  only  case  in  which  a  Second 
Hand  Club  or  Diamond  declaration  over  a 
No  Trump  is  serviceable  is  when  it  enables  a 
partner,  who  would  not  otherwise  have  been 
able  to  bid,  to  overcall  with  Hearts,  Royals,  or 
even  with  two  No  Trumps.  Second  Hand 
Clubs  or  Diamonds  should,  therefore,  only  be 
announced  with  a  hand  which  will  be  helpful 
for  other  declarations.  This  comment,  of  course, 
(  108  ) 


0  Declaring  £^ 

does  not  apply  to  freak  hands  which  are  of 
necessity  a  law  unto  themselves. 

The  Fourth  Hand  situation  is  very  different. 
Here  the  question  of  commanding  that  a  cer- 
tain suit  be  led  is  the  most  important  part  of 
the  bid,  and  many  Club  and  Diamond  holdings, 
which  it  would  be  an  Auction  crime  for  the 
Second  Hand  to  declare,  must  be  called  by  the 
Fourth. 

A  few  examples  will  illustrate  this. 

EXAMPLES    OF   DIAMOND    AND    CLUB   HANDS,    AN 
ADVERSARY   HAVING   BID   ONE   NO   TRUMP 

Spades         X,  X  Two  Clubs  should  not  be  bid  by  the 

Hearts        X,  X  Second   Hand,  as  game  can  almost 

Diamonds  X,  X,  X  surely  be  saved  and  opponent  prob- 

Clubs  Ace,  King,  Queen,  X,X,X  ably  defeated  by  keeping  quiet.    The 

Fourth  Hand,  however,  must  make 
the  bid  to  get  the  lead. 

Spades        X,  X  Two  Clubs  should   not  be  bid  by 

Hearts        X,  X  Second  Hand  for  fear  it  produce  an 

Diamonds  Ace,  X,  X  adverse  two  Royals  or  Hearts,  but 

Clubs  K.ing,   ^ueen.   Knave,   X,   the  Fourth  Hand  must  make  the 

X,  X  call  for  the  lead,  so  that  the  Ace 

of  Diamonds  will  prove  a  reentry, 

and   not  be   taken   out  before   the 

establishment  of  the  Club  suit. 

Spades  King,  Knave,  X,  X  Two  Diamonds  should  be  bid  by  the 
Hearts,  Ace,  Knave,  X  Fourth  Hand  and  also  by  the  Sec- 
Diamonds  Queen,  Knave,  Ten,  X,  X  ond  Hand  unless  he  be  playing  the 
Clubs          Knave  Spade  bids.    (See  pages  253-58.) 

(     109    ) 


♦      ■         Auction  Developments  S? 


Spades        Ace,  X,  X,  X  A    sound   two    Diamonds    bid    for 

Hearts        King,  X,  X,  X  cither  the  Second  or  Fourth  Hand. 

Diamonds  Ace,  King,  X,  X,  X 
Clubs  None 


TWO  HEARTS  OR  ROYALS  OVER  ADVERSE 
NO  TRUMP 

Most  players  know  about  when  to  call  Royals 
or  Hearts  over  an  adverse  No  Trump  and  when 
to  let  the  bid  stand,  but  a  few  examples  will 
make  the  situation  clear  for  any  who  may  be  in 
doubt.  The  Second  Hand  should  have  at  least 
six  sure  tricks  to  bid;  the  advantage  of  obtain- 
ing a  desired  lead  may  justify  the  Fourth  in 
making  the  call  with  but  five. 

Spades        Ace,  Queen,  X,  X,  X       Either  hand  should  pass. 
Hearts        Queen,  X 
Diamonds  Knave,  X,  X 
Clubs  X,  X,  X 

Spades        Ace,  Queen,  Knave, X,X   A  close  case  for  the  Second  Hand, 
Hearts       X,  X  but  a  bid  for  the  Fourth. 

Diamonds  Ace,  X,  X 
Clubs  Queen,  X,  X 

Spades        King,  Knave,  Ten,  X,  X  Second  Hand  should  pass,  but  this 

Hearts        X,  X,  X  holding  comes  very  near  being  a  bid 

Diamonds  Ace,  X,  X  for  the  Fourth  Hand. 
Clubs          X,  X 

Spades        Ace,  King,  Queen,  X         Should  pass. 
Hearts        X,  X,  X 
Diamonds  King,  X,  X 
Clubs         X,  X,  X 

(IIO) 


Declaring 


Spades        Queen,  X,  X  Either  hand  should  bid. 

Hearts        Queen,  Knave,   Ten,   X, 

X,  X 
Diamonds  X 
Clubs         Ace,  King,  X 

Spades       X  The  Second  Hand  should  not  bid,  but 

Hearts       Queen,  Knave,  Ten,  X,X  the  Fourth  would  be  justified  in  so 

Diamonds  Ace,  King,  X,  X  doing. 
Clubs         X,  X,  X 

Spades        King,  Queen,  Knave,  X,  The  Second  Hand  should  bid  four 
X,  X  Royals  to  shut  out  Hearts  ;  not  neces- 

Hearts        None  sary  for  the   Fourth  Hand  to  go  so 

Diamonds  X  ^'gh.  Third  Hand  having  passed  ;  but 

Clubs         Ace,  Queen,  Knave,  X,  even  the  Fourth  had  better  bid  three. 
X,  X 


THE  VALUE  OF  A  GAME 

At  times  the  Auction  player  is  placed  in  the 
pleasing  situation  in  which  he  is  confident  that 
he  can  either  defeat  the  adverse  declaration  or 
by  overbidding  it  can  win  the  game.  The  ques- 
tion then  arises  whether  the  game  is  worth  more 
than  the  bonus  the  double  will  produce. 

^t  other  times  the  situation  reverses  itself, 
and  the  player  feels  confident  that  his  oppo- 
nents will  go  game  with  their  bid,  and  that  he 
cannot  make  good  his  contract  should  he  over- 
call.  The  question  in  that  case  is  whether,  in 

(  I"   ) 


(^  Auction  Developments  S? 

order  to  save  the  game,  it  is  worth  while  to  take 
a  chance  and  do  a  little  flag-flying.' 

In  order  to  answer  these  questions  satisfac- 
torily, every  player  should  be  thoroughly  famil- 
iar with  the  exact  value  of  a  game,  so  that  he 
can  accurately  estimate  how  much  he  is  giving 
up  if,  in  the  first  case,  he  decide  to  double  the 
adverse  bid,  or  how  much  he  is  saving  if,  in  the 
second  situation,  he  determine  to  bid  higher 
than  he  believes  his  cards  warrant. 

It  is  really  remarkable  that,  in  spite  of  all  that 
has  been  written  on  this  subject,  many  players 
are  still  so  vague  in  their  ideas  of  just  how  much 
a  game  is  worth. 

The  most  simple  and  yet  most  accurate 
method  of  impressing  this  valuation  upon  the 
mind  is  to  suppose  that  chips  are  being  used  in- 
stead of  a  score-card,  and  that  at  the  beginning 
of  a  rubber  each  side  puts  250  chips  into  a  pool, 
making  a  total  of  500  which  is  to  become  the 
property  of  the  winners  of  the  rubber. 

Before  a  player  looks  at  his  cards  for  the  first 
deal,  the  interest  of  his  side  is,  of  course,  one 

'   See  Auction  of  To- Day,  pages  139-42. 
I    112    ) 


0  Declaring  <$> 

half  of  the  pool,  or  250.  When  a  pair  lose  the 
first  game,  their  chance  of  winning  the  pool  is 
one  in  four;  that  is,  they  have  an  even  chance 
(one  out  of  two)  of  winning  the  next  game,  but 
that  only  gives  them  an  even  chance  (one  out  of 
two  once  more)  of  winning  the  rubber;  so  the 
partners  who  have  lost  the  first  game  have  but 
one  chance  in  four  of  winning  the  pool,  and  their 
interest  therein  is  125. 

Conversely,  the  players  who  take  the  first 
game  have  three  chances  out  of  four  of  winning 
the  rubber,  and  their  interest  in  the  pool  at  that 
time  is  375.  This,  of  course,  means  that  the  in- 
terest of  the  winners  has  increased  125,  that  of 
the  losers  decreased  125,  by  reason  of  the  out- 
come of  the  first  game. 

Should  the  losers  of  the  first  game  win  the 
second,  their  interest  would  move  up  from  one 
in  four  to  two  in  four,  or  from  125  to  250,  a 
gain  of  125;  and  the  interest  of  the  players  who 
won  the  first  game  and  lost  the  second  would 
be  similarly  decreased,  375  to  250,  once  more  a 
difference  of  125. 

By  losing  the  second  game,  the  interest  of 

(  "3  ) 


♦  Auction  Developments  S? 

the  players  who  lost  the  first  is  decreased,  from 
125  to  zero,  and  that  of  the  winners  is  in- 
creased, from  375  to  500;  so  it  becomes  appar- 
ent that  no  matter  from  what  angle  the  proposi- 
tion be  viewed,  the  first  and  second  games  are 
each  worth  exactly  the  same,  namely,  125. 

As  a  third  game  is  played  only  when  each 
side  has  won  one,  and  when  the  interest  of  each 
side  in  the  pool  is  consequently  250  (it  being 
once  more  an  equal  chance),  the  winners  of  the 
third  game  increase  their  interest  in  the  pool 
from  1 50  to  500,  or  a  gain  of  2 50,  and  the  losers' 
drops  from  250  to  zero,  or  a  loss  of  250;  which 
conclusively  fixes  the  value  of  the  third  game 
at  twice  the  amount  of  either  the  first  two,  or 
250. 

To  these  respective  game  values  of  125  and 
250  must  be  added  the  trick  and  honor  scores 
of  the  side  that  scores  game;  these  may  be 
roughly  approximated  at  a  very  conservative 
figure,  say,  60. 

The  conclusion,  therefore,  becomes  obvi- 
ous: — 

It  is  not  wise  to  double,  instead  of  winning  the 
(   iH  ) 


0  Declaring  ♦ 

first  or  second  game,  unless  the  double  win. 200, 
which  will  net  again  of,  say,  15  points. 

It  is  not  wise  to  double,  instead  of  winning 
the  third  game,  unless  the  double  win  400, 
which  will  net  a  gain  of,  say,  90  points. 

It  is  wise  to  lose  100  instead  of  allowing  the 
adversaries  to  win  either  the  first  or  second 
game,  the  net  gain  by  this  operation  being,  say, 
85  points. 

It  is  wise  to  lose  300  instead  of  allowing  the 
adversaries  to  win  the  third  game,  the  net  gain 
by  so  doing  being  approximately  10  points. 

It  must  also  be  noted  that  the  above  compu- 
tation does  not  include  honors,  which  may  be 
scored  by  the  side  that  goes  down. 

These  figures  should  be  remembered  and 
given  due  consideration  whenever  either  of 
these  cases  occurs  in  actual  play;  but  while  the 
mathematical  part  of  the  proposition  as  given 
above  is  unquestionably  sound,  there  are  one 
or  two  points  regarding  which  the  player  must 
be  positively  convinced  before  he  refuse  a  prof- 
itable double  or  offer  a  flag-flying  sacrifice. 

These  points  are:  — 

(   "5  ) 


<i>  Auction  Developments  7 

{a)  Before  giving  up  a  double  the  Declarer 
should  be  sure  — 
(i)  That  it  will  not  net  more  than  he  an- 
ticipates. 
(2)  That  game  is  sure  in  the  declaration 
he  is  making. 
{b)   Before  starting  the  flag-flying  he  should 
be  sure  — 
(i)  That  it  will  not  cost  more  than  he 

estimates  the  sacrifice  to  be  worth. 
(2)  That  the   adversaries  will  positively 
go  game  unless  overcalled. 

It  is  obviously  as  foolish  to  be  set  100  or  200, 
to  keep  the  opponents  from  making  some  such 
score  as  24  with  32  honors,  or  27  with  1^^  hon- 
ors, as  it  is  to  give  up  a  double  worth  several 
hundred  merely  to  fall  a  trick  short  of  game; 
or  worse  still,  to  fail  by  one  to  fulfill  the  con- 
tract. 

Of  course,  it  will  be  understood  that  the  fig- 
ures given  above,  while  wise  to  follow  in  the 
long  run,  are  far  from  being  infallible  in  every 
case. 

(   116  ) 


0  Declaring  ♦ 

Suppose,  for  example,  during  the  third  game 
of  a  rubber,  a  player  detect  an  adversary  in  the 
most  flagrant  kind  of  flag-flying  and  double  in- 
stead of  taking  in  the  rubber. 

Let  us  further  suppose  that  the  scores  of  the 
first  two  games  exactly  balance,  and  that  the 
score  the  doubler  would  have  made  had  he  ad- 
vanced his  bid  would  have  been  50  and  30.  Had 
he  done  this  his  rubber  would,  of  course,  have 
been  330  points.  He,  however,  doubles  four 
Hearts  and  gets  500,  less  16  honors,  or  a  net  of 
484.  This,  on  the  basis  of  the  figures  above 
given,  is  a  most  excellent  operation,  as  in  the 
long  run  it  will  gain  about  174  points.  In  this 
particular  case,  however,  let  us  suppose  that  on 
the  next  hand  the  other  side  go  out  with  a  score 
of  50  and  30.  That  would  leave  the  doubler 
with  a  rubber  score  of  only  154  instead  of  330, 
or  a  loss  of  176  by  a  double  that  won  500. 

It  is  the  long  run,  however,  not  any  particu- 
lar case,  that  should  be  considered.  If  the  dou- 
bler be  fortunate  enough  to  hold  the  50-30  hand, 
his  score  for  the  rubber  will  be  814,  or  a  gain 
of  484.    In  other  words,  he  stands  to  win  484 

(  1^7  ) 


♦  Auction  Developments  S? 

or  lose  176,  and  it  is  an  even  chance  which  will 
happen. 

To  follow  the  above  figures,  whenever  the 
position  of  the  cards  is  marked  so  clearly  that  the 
Declarer  can  accurately  diagnose  the  situation, 
is  sure  in  the  end  to  prove  most  advantageous. 

SOME  EXAMPLES  OF   SOUND  AND  UNSOUND 
BIDDING 

In  concluding  the  consideration  of  questions 
of  declaration  a  number  of  deals  are  reproduced 
as  they  were  bid  in  actual  play.  The  Declarers 
of  all  these  hands  rank  in  the  expert  class,  and 
as  in  some  instances  the  declarations  made  show 
serious  errors  of  judgment,  the  inference  may  be 
drawn  that  at  the  table,  because  of  the  excitement 
incident  to  the  bidding,  some  players  of  reputa- 
tion do  not  follow  the  recognized  principles  of 
declaration  of  which  they  thoroughly  approve. 
Many  instances  of  clever  bidding  will  be  no- 
ticed, so  it  is  believed  that  these  excerpts  from 
real  play  will  fully  repay  careful  examination. 
Each  of  the  hands  illustrates  some  principle  of 
declaration  well  worthy  of  consideration. 
(  "8) 


0 

Declaring 

♦ 

No.  I 

The  Hands 

♦     . 

".  3 

T     < 

).  5.  2 

^      Ace,  Knave 

Knave,  9,  7 

2 

4 

Ace,  King,  Queen,  '. 

■Cnave,  Ten,  6 

4     Queen, 

r     8,7,3 

♦  Ten,  9, 

♦  7,  5,  4 

North 

West                 East 

South 
(Dealer) 

4     6 

^     Ace,  Queen 

♦  K.ing,2ueen,8,7,6, 

5,  4,  3 

♦  9,  2 

Ace,  King,  Ten,  8, 

4,  2 

¥ 

fCing,  Knave,  Ten,  6,  4 

♦ 

SJone 

♦ 

8,3 
The  Bidding 

South 

West            North 

East 

Round  I 

I  Royal 

Pass            2  Clubs 

2  Diamonds 

2 

2  Royals 

Double       3  Clubs 

3  Diamonds 

3 

Pass 

Pass            3  No  Trumps 

Double 

4 

4  Hearts 

Pass            4  No  Trumps 

Double 

5 

Pass 

Pass                Redouble 

Pass 

6 

Pass 

Pass 

Three  No  Trumps  are  all  that  North  and  South  can  make  against  sound 
play. 

(     119    ) 


(^  Auction  Developments  ^ 

COMMENT    ON    THE    BIDDING 

The  bids  of  North,  Round  i ;  South,  West, 
and  North,  Round  2;  South,  Round  3 ;  and 
North,  Rounds  4  and  5,  are  all  subject  to 
criticism.  North,  Round  i,  should  call  No 
Trump.  If  too  timid  for  that,  he  should  at 
least  show  his  unusual  strength  by  bidding 
three  Clubs. 

Round  2.  As  North  has  shown  weakness  in 
Royals,  South  should  not  continue  that  suit, 
but  should  try  to  hit  his  partner's  hand  with 
two  Hearts.  West's  double  is  an  effort  at  sui- 
cide from  which  he  is  considerately  rescued  by 
North.  In  this  connection  it  may  be  men- 
tioned that  the  old-style  double  to  show  the 
suit  stopped  (a  double  that  the  partner  is  ex- 
pected to  take  out)  is  no  longer  made.  Now, 
when  a  player  doubles,  he  expects  to  defeat 
the  declaration  and  asks  his  partner  to  let 
him  alone.  Two  Royals  doubled,  if  properly 
played,  would  produce  72  and  168,  but  North, 
even  with  unusual  strength,  cannot  contain 
himself;  when  his  partner  is  doubled,  he 
(  120  ) 


I 


0  Declaring  <^ 

consequently  abandons  a  most  advantageous 
position. 

Round  J.  It  is  not  yet  too  late  for  South  to 
show  his  Hearts,  but  he  possibly  fears  that  three 
Hearts  would  merely  induce  his  partner  to  bid 
higher  in  Clubs. 

Round  /f.  South's  bid  is  natural,  but  is  an- 
other example  of  the  disadvantage  of  taking 
the  partner  out  of  a  double,  as  the  contract 
would  have  been  made.  North's  return  to 
No  Trumps  shows  that  he  fails  to  appreciate 
the  warning  he  has  received,  his  redouble  on 
the  next  round  is  not  justified  by  the  situa- 
tion. 

Had  the  hand  been  normally  declared,  the 
outcome  would  have  been  as  follows:  — 


Round 


The 

Bidding 

South 

West 

North 

East 

I 

2 

3 

4 

1  Royal 

2  Hearts 
Pass 
Pass 

Pass 
Pass 
Pass 
Pass 

I  No  Trump 

Pass 
3  Hearts 

2  Diamonds 

3  Diamonds 
Pass       ' 

North  and  South  make  a  Small  Slam  in  Hearts. 


(    121    ) 


4^  Auction  Developments  S? 

COMMENT    ON    THE    BIDDING 

Round  I.  South  starts  with  one  Royal  instead 
of  two,  because  he  wishes  to  leave  the  way  open 
to  show  his  Hearts  if  his  partner  decline  to 
assist  his  Royals. 

Round  2.  South's  bid  is  unquestionably  cor- 
rect. North,  with  but  one  stopper  in  the  adverse 
suit  and  the  suggestion  from  South  that  a  suit  be 
trump,  is  right  in  not  going  back  to  No  Trump ; 
by  passing,  he  shows  that  he  prefers  Hearts  to 
Royals. 

Round  ^.  South  having  shown  his  hand,  now 
wisely  refers  to  North  the  question  of  what  to 
do.  North,  with  but  asingle  trick  in  Diamonds, 
does  not  think  it  wise  to  double  or  to  continue 
the  No  Trump,  his  partner  has  requested  that 
one  of  the  major  suits  be  the  trump,  and  he 
consequently  advances  the  Heart,  in  which  he 
has  three  cards,  in  preference  to  the  Royal,  in 
which  he  has  two. 


(   122  ) 


0 

Declaring 

* 

No.  2 

The  Hands 

4 

King,  Queen,  10, 

9,  3 

¥ 

Queen,  Knave,  2 

♦ 

Ace,  2 

♦ 

Queen,  Knave,  10 

North 

♦     Ace,  Knave,  8,  5,  4 

4 

7,6 

^     Ace,  King 

West                East 

T 

5,4,  3 

♦      King,  9, 

5,  4 

♦ 

10,  8,  7,  6,  3 

4     Ace,  2 

4 

South 

(Dealer) 

♦ 

8,6,4 

2 

V 

10,  9,  8,  7,  6 

♦ 

Queen,  Knave 

♦ 

K-ing,  9,  7,  5,  3 
The  Bidding 

South 

West 

North                East 

Round  I 

2  Hearts 

2  Royals 

Dou 

ble           Pass 

2 

3  Clubs 

2  No  Trump 

Dou 

ble        3  Diamonds 

3 

Pass 

Pass 

Dou 

ble           Pass 

4 

Pass 

Pass 

COMMENT    ON    THE    BIDDING 

Round  I.    South's   first   bid  is    inexcusable. 
An  original  call  of  two  Hearts  announces  high 
long  Hearts  and  six  sure  tricks  with   Hearts 
(  123  ) 


♦  Auction  Developf?ients  S? 

trump.  In  this  hand  the  bidder  may  not  have 
more  than  one  trick,  —  two  is  a  fair  estimate, — 
so  on  that  score  he  deceives  his  partner  by  four 
tricks.  The  high  cards  he  announces  are  all 
absent,  so  that  part  of  his  call  is  one  hundred 
per  cent  deception.  The  other  bidding  in  the 
first  round  is  sound. 

Round  2.  South's  second  bid  is  doubtless  an 
effort  to  indicate  to  the  partner  a  fear  that  the 
double  has  been  based  upon  the  alleged  strength 
of  the  initial  bid  and  to  convey  the  information 
that  the  first  bid  was  misleading.  It  might  have 
been  much  wiser  for  South  to  have  reasoned  that 
West  may  have  forced  his  bid  a  little  realizing 
that  South's  original  effort  was  intended  to  shut 
out  Royals.  On  this  basis  South  might  have 
concluded  that  North  probably  had  the  goods. 
The  situation  exemplifies  the  trouble  that  may 
be  produced  by  a  false  start. 

West's  No  Trump  is  most  unwise;  it  can  do 
no  harm  to  allow  three  Clubs  to  stand;  it  may 
cost  three  or  four  hundred  to  bid  again,  and  a 
game  is  obviously  impossible. 

It  is  but  natural  for  North  to  suppose  that 
(   124  ) 


0  Declaring  <^ 

South's  Club  bid  is  due  to  weakness  in  Spades 
and  a  desire  to  show  a  two-suit  liand.  The 
double  is  thereupon  perfectly  sound. 

East  is  practically  in  the  well-recognised  posi- 
tion of  the  player  with  a  "bust"  who  is  obliged 
to  call  two  of  a  suit,  in  which  he  holds  five 
small  cards,  over  his  partner's  No  Trump,  on 
the  theory  that  he  cannot  take  a  trick  for 
the  No  Trump,  but  may  take  two  or  more 
with  the  suit,  a  gain  of  at  least  one,  as  the 
commitment  is  increased  but  one.  This  situa- 
tion is  in  theory  the  same,  with  this  additional 
reasoning  that,  the  adversaries  having  shown  the 
other  three  suits,  the  partner  must  have  some 
Diamonds.  With  so  weak  a  hand  it  takes  nerve 
to  bid  three,  but  the  result  is  an  argument  in 
favor  of  the  "  Auction  of  To-Day  "  doctrine 
that  a  player  with  a  five-card  suit  is  never 
too  weak  to  take  his  partner  out  of  a  No 
Trump. 

North's  double  is  perhaps  bold,  but  he  is 
satisfied  that  East's  take-out  is  from  weakness, 
and  he  is  still  the  victim  of  his  partner's  de- 
ception. 

(   125  ) 


<J>  Auction  Developments  S? 

The  bidding  of  East,  Rounds  i  and  2,  is  a 
sound  example  of  how  to  treat  a  partner  who  is 
doubled.  Round  i,  East  cannot  help  the  Royal 
declaration,  but  there  is  apparently  a  much 
better  chance  of  escaping  with  small  loss  in  that 
suit  than  there  would  be  should  East  jump  wildly 
into  three  Diamonds.  It  is  only  when  the  part- 
ner cannot  be  aided  and  the  fulfillment  of  the 
new  contract  is  possible,  that  the  double  should 
be  taken  out.  The  take-out  by  East,  Round  i, 
complies  with  both  of  these  requirements. 

The  P/ay 
South  West  North  East 

Trick      (Leader)  (Dummy)  (Declarer) 


2  Spades  Ace  Spades*    3  Spades                 7  Spades 

Knave  Diamonds*  4  Diamonds  2  Diamonds           8  Diamonds 

10  Hearts  King  Hearts*    Knave  Hearts     3  Hearts 

(^ueen  Diamonds  5  Diamonds    Ace  Diamonds*  3  Diamonds 


This  card  wins  the  trick. 


East  (the  Declarer)  now  places  his  hand  on 
the  table,  concedes  one  Spade  and  one  Club,  and 
claims  the  remainder  of  the  tricks.  These  seven 
tricks,  with  the  two  already  won,  fulfill  the  con- 
tract, and,  as  it  was  doubled,  win  the  game. 
(  126  ) 


0  Declaring  <?> 

No.  J 

The  Dealer  (South)  holds 

Spades         Ace 
Hearts         Ace,  X,  X,  X,  X 
Diamonds  King,  X,  X,  X 
Clubs  Ace,  Queen,  Knave 

The  partner  (North)  holds 

Spades        Ten,  9,  X,  X,  X,  X 

Hearts         None 

Diamonds  X 

Clubs  King,  Ten,  9,  X,  X,  X 

The  Bidding 

South              West  North  East 

Round  I        I  No  Trump        1  Hearts  2  Royals  3  Hearts 

2  Double                  Pass  4  Clubs  Pass 

3  3  No  Trumps  Pass  Pass  Pass 
North  and  South  make  two  No  Trumps  (down  one);   they 

could  have  made  a  Grand  Slam  in  Clubs. 

COMMENT    ON     THE    BIDDING 

Round  I,  North's  bid  is  not  a  take-out,  it 
therefore  apparently  shows  strength,  and  conse- 
quently is  apt  to  deceive.  It  however  is  forced 
with  a  hand  of  this  character,  as  game  in  Royals 
is  quite  possible. 

Round  2.  South's  double  is  sound,  but  North, 
with  his  freak  hand  and  his  knowledge  that  his 
(  127  ) 


♦  Auction  Developments  S? 

first  bid  must  have  proved  misleading,  cannot 
allow  it  to  stand.  His  bid  of  4  Clubs  says,  "Part- 
ner, I  cannot  help  you  in  Hearts  or  No  Trump, 
as  I  have  two  long  weak  suits.  Take  your  choice 
between  Clubs  and  Rovals;  if  you  prefer  the 
Royals  overbid  my  4  Clubs  with  3  Royals." 

Round  J.  South  fails  to  catch  the  full  signifi- 
cance of  this  declaration.  He  forgets  that  North 
knows  from  the  double  that  the  Hearts  are  well 
taken  care  of  and  that  by  taking  out  such  a 
double  with  Clubs  North  is  showing  something 
unusual.  South  does  not  grasp  the  real  mean- 
ing of  the  message,  which  says,  "  My  Spades, 
though  long,  are  weak,"  and  he  merely  reasons, 
"  I  have  the  Ace  of  Hearts,  the  Diamonds 
stopped,  the  Ace  of  one  of  my  partner's  suits, 
and  the  Ace,  Queen,  Knave  of  the  other.  Of 
course,  I  must  go  back  to  No  Trump  and  try 
for  game."  At  least  nine  out  of  every  ten  good 
players  would  probably  make  the  same  bid, 
only  the  careful,  thoughtful  Declarer,  one  who 
always  considers  the  full  meaning  of  his  partner's 
declaration,  would  accurately  translate  such  a 
message  and  benefit  accordingly. 
(  128  ) 


0 

Declaring                        <^ 

No.  4 

The  Hands 

♦ 

Queen,  Knave,  Ten,  X 

¥ 

Ten,  X,  X 

♦ 

Ten,  X,  X,  X 

♦ 

King,  X 

North 

4     X,  X, 

X, 

X 

4     Ace,  King,  X,  X,  X 

T     King, 

Knave,  X,  X 

West                 East 

Y     Ace,  Queen,  X 

♦     X,  X 

4     Queen,  X 

♦     X,  X, 

X 

4 

South 
(Dealer) 

4k     Ten,  X,  X 

None 

¥ 

X,  X,  X 

♦ 

Ace,  King,  Knave,  X,  X 

♦ 

Ace,  Queen,  Knave,  X,  X 

The  Bidding 

South 

West                North              East 

Round  I 

I  Diamo 

nd        Pass                   Pass                i  Royal 

2 

2  Clubs 

Pass               2  Diamonds     2  Royals 

3 

3  Diamoi 

ids      Pass  * 

Pass                   Pass 

North  and  South  should  make  a  Grand  Slam  in  Diamonds. 
East  and  West  could  save  the  game  by  taking  in  three  rounds  of 
Hearts,  but  there  is  nothing  to  indicate  this  and  to  justify  a  Heart 
opening.  With  Spades  led  originally  the  result  should  be  a 
Grand  Slam. 


*  It  would  be  quite  bold  for  West  to  bid  three  Royals,  as  he  has  five 
losing  cards  and  it  is  doubtful  whether  he  has  two  tricks  ;  but  even  if  he  risk 
it  the  result  is  not  altered,  as  South  will  call  four  Diamonds. 

(     129    ) 


(^  Auction  Developments  ^ 

The  above  bidding,  which  is  unquestionably 
sound,  illustrates  the  modern  development  in 
declaring  two-suit  hands.  Formerly  the  impor- 
tance of  showing  both  suits  and  giving  the  part- 
ner his  choice  between  the  two  was  not  gener- 
ally recognized,  and  players  were  told  when 
choosing  between  two  suits  to  pick  the  lower, 
so  that  in  the  event  of  a  double  there  could  be 
an  easy  escape.  Now  it  is  realized  that  a  bid  of 
one  is  not  doubled,  and  that  with  a  hand  of  this 
character  such  a  double  would  be  the  greatest 
favor  a  Declarer  could  receive  from  his  adversary. 

By  bidding  first  the  higher  valued  suit  and 
next  two  of  the  lower,  the  partner  is  clearly 
given  the  chance  to  say  which  he  prefers  with- 
out increasing  the  contract.  This  is  shown  by 
North's  position,  Round  2,  and  the  opportunity 
afforded  him  to  indicate  his  preference  for  Dia- 
monds rather  than  Clubs,  which  enables  South 
to  continue  the  suit  in  which  he  knows  his 
partner  is  the  stronger.  Of  course.  North's  bid, 
Round  2,  does  not  show  strength,  merely  a 
preference  ;  but  South  is  strong  enough  to  make 
three  without  much  help. 

(  130  ) 


0 


Declaring 


* 


Another  example   of  how  a   two-suit   hand 
should  be  declared  follows:  — 

No.s 
The  Hands 
^      Knave 
^      Ace 

4      Ten,  X,  X,  X,  X 
4^      Knave,  Ten,  X,  X,  X,  X 


North 

4 

Ace,King,X,X,X,X 

4 

Queen,  X,  X 

¥ 

Knave,  X,  X,  X 

West 

East 

¥ 

Ten,  X,  X 

♦ 

Knave 

♦ 

Queen,  X 

♦ 

Ace,  King 

South 
(Dealer) 

♦ 

Queen,  X,X,  X,  X 

4  Ten,  X,  X 

y  King,  Queen,  X,  X,  X 

^  Ace,  King,  X,  X,  X 

^  None 


The  Bidding 


Round 


South 
(Dealer) 

1  Heart 

2  Diamonds 
Pass 
Pass 


West 

1  Royal* 

2  Royals 

3  Royals 
Pass 


North 


East 


Pass  Pass 

3  Diamonds        Pass 

4  Diamonds        Pass 


North  and  South  make  at  least  a  Small  Slam. 

*  West  does  not  bid  two  or  three  Royals  as  with  strong  Clubs  and  four 
Hearts  he  is  willing  the  Hearts  should  be  advanced  ;  the  shift  to  Diamonds 
shows  that  at  times  a  preemption  call  is  advantageous  even  when  strong  in 
both  major  suits. 

(   ^31  ) 


Auction  Developments 


^ 


The  theory  of  the  bidding  is  the  same  as 
in  the  ]ast  hand.  The  higher  valued  suit  is 
named  first  and  the  partner  given  his  choice. 
In  this  case  North  has  not  the  strength  suf- 
ficient to  advance  the  Heart  call,  but  the 
moment  South  bids  Diamonds  he  is  able  to 
become  an  important  factor  in  the  declara- 
tion. 

No.  6 
The  Hands 

4k      Queen,  Knave,  6,  5 

V      5.3 

♦       Ace,  9,  3,  2 

4^     Ten,  8,  2 


4 

None 

North 

¥ 

Knave 

4 

Ace,  4,  3,  2 

♦ 

King,  Queen,  Knave, 

West 

East 

¥ 

Queen,  9,  8,  7 

7,  6,  S 

♦ 

Ten,  8,  4 

♦ 

King,  Queen,  Knave, 
6,  5,  4 

South 
(Dealer) 

♦ 

9.  3 

♦  K.ing,  Ten,  9,  8,  7 

^  Ace,  King,  Ten,  6,  4,  2 

^  None 

♦  Ace,  7 


(    132    ) 


0  Declaring  ♦ 

The  Bidding 
South  West  North  East 

Round  1  I  Heart        z  Diamonds       Pass  Pass 

a  2  Royals      3  Clubs  3  Royals    3  No  Trumps 

3  Double         Pass  Pass  Pass 

The  play  did  not  develop  any  situation  of  unusual  interest. 
South  opened  Spades  ;  East  held  up  his  Ace  j  South  won  the 
second  trick,  and  led  the  King  of  Hearts,  after  which  he  con- 
tinued the  Spades.  When  East  won  with  the  Ace  of  Spades,  he 
led  a  Diamond,  which  North  won,  and  led  a  Heart.  North  and 
South  won  four  Spades,  three  Hearts,  one  Club,  and  one  Dia- 
mond, a  total  of  nine  tricks,  and  consequently  scored  a  bonus  of 
500,  plus  30  for  Aces. 

COMMENT    ON    THE    BIDDING 

The  bidding,  in  spite  of  the  remarkable  re- 
sult, is  sound  up  to  a  certain  point.  South's 
original  declaration  is  correct.  Even  had  he  been 
using  the  five  Spade  bid'  to  show  both  Royals 
and  Hearts,  this  would  not  have  beep  a  place 
to  employ  that  call,  as  South  is  not  in  doubt 
between  two  suits,  his  Hearts  being  much 
stronger  than  his  Spades.  For  the  same  reason  he 
dare  not  start  with  one  Royal,  the  higher  valued 
suit,  as  he  is  so  strong  he  may  be  left  in,  a  sad 
occurrence  with  such  a  hand  should  the  partner 
be  able  to  assist  the  Hearts  but  not  the  Royals. 

'   See  pages  240-46. 
(    133   ) 


<>  Auction  Developments  S? 

West's  selection  of  Diamonds  before  Clubs  is 
sound,  as  it  is  the  higher  valued  suit.  North  is 
not  strong  enough  to  help  the  Heart  call.  South, 
finding  that  his  partner  cannot  aid  Hearts,  next 
tries  him  with  Royals,  and  West  properly  com- 
pletes his  showing  of  his  second  suit.  North 
should  and  does  raise  the  Royals,  and  then 
comes  the  first  mistake.  East,  thinking  his  part- 
ner must  have  solid  suits,  goes  to  three  No 
Trumps,  as  he  has  both  adverse  suits  stopped. 
The  assumption  is  not  warranted,  and  he  is  too 
weak  to  make  so  high  a  call. 

South  now  has  a  declaration  requiring  some 
thought.  Game  in  Royals  looks  most  probable, 
but  the  double  appears  even  more  attractive. 
The  danger  of  the  double  is  that  it  will  be  taken 
out  with  five  Diamonds,  but  if  that  happen 
South  can  bid  four  Royals,  and  the  return  from 
the  No  Trump  penalty,  unless  there  be  a  double, 
does  not  promise  to  be  sufficient  to  warrant  giv- 
ing up  for  it  such  a  promising  chance  for  game. 

West  probably  should  have  reasoned  out  the 
situation  and  called  five  Clubs,  giving  East  a 
chance  to  elect  between  that  bid  and  five  Dia- 
(  134  ) 


0 


Declaring 


cS> 


monds.  East  was  also  afforded  an  opportunity 
to  escape.  West  apparently  thought  East,  who 
had  made  the  bid,  should  decide,  and  East  evi- 
dently thought,  when  West  passed,  he  must  pre- 
fer the  No  Trump. 

The  hand  is  an  interesting  example  of  the 
possibilities  of  Auction.  In  either  Clubs  or  Dia- 
monds, if  North  open  a  Spade,  as  he  doubtless 
will.  East  and  West  can  win  eleven  tricks. 
North  and  South  are  sure  of  game  in  Royals. 


No.  7 

The  Hands 

4     Ace,  King,  X,  X,  X 

^      Ace,  King,  X,  X 
4^     King,  X 


4 

Knave,  X,  X 

Ace,  Queen,  X,X,X 

North 
West 

East 

4 

r 

None 

Knave,  Ten,  X,  X, 
X,  X 

None 

J^y    A.y   JL,    2L,    Jv 

South 
(Dealer) 

♦ 

Queen,  X,  X 
Ace,  Ten,  X,  X 

4  Queen,  Ten,  X,  X,  X 

¥  None 

4  Knave,  Ten,  X,  X,  X,  X 

dfi  Queen,  Knave 

(  135  ) 


Auction  Developments  S? 

Score —  Love  all.    First  Game 
The  Bidding 

South 
Round  1 


South 

West 

North 

East 

I 

I  Spade 

I  Heart 

I  Royal 

3  Hearts 

a 

3  Royals 

Pass 

Pass 

4  Hearts 

% 

Pass 

Pass 

Double 

Pass 

4 

4  Royals 

Pass 

Pass 

Pass 

North  and  South  make  5 

Royals. 

East  and  West  could  make  5  Hearts. 

COMMENT    ON    THE    BIDDING 

Round  I.  South's  bid  is  unquestionably  cor- 
rect, l)ut  that  made  by  West  is  quite  doubtful. 
The  hand  does  not  contain  the  high-card 
strength  to  justify  an  initial  suit  bid.  The  blank 
suit  of  Diamonds,  while  a  material  help  for  an 
assisting  hand,  is  not  nearly  so  great  an  element 
of  strength  for  a  making  hand. 

North's  hand  is  too  strong  to  bid  two  Royals, 
but  East  wishes  to  shut  out  other  bidding,  and 
therefore  bids  three  Hearts.  When  a  preemptive 
bid  is  advisable,  it  is  a  mistake  not  to  make  it 
as  high  as  the  hand  justifies ;  East  should  have 
bid  four  Hearts  instead  of  three. 

Round  2,  South's  hand  must  help  his  part- 
(   136  ) 


0  Declaring  ♦ 

ner's  make,  and  while  he  would  sooner  not  have 
been  obliged  to  advance  it  more  than  one,  his 
action  is  thoroughly  warranted. 

East's  advance  is  quite  sound,  and  shows  that 
he  should  have  called  four  on  the  preceding  round. 

Round  J.  North,  with  a  trump  trick,  two 
other  Aces,  three  other  Kings,  and  an  assisting 
partner,  naturally  doubles. 

East  does  not  redouble,  as  he  fears  that  so 
doing  will  force  one  of  his  opponents  back  to 
Royals. 

South  realizes  that  North  may  count  on  him 
for  one  or  more  tricks,  and  that,  while  he  can 
produce  them  with  Spades  trump,  he  is  worth- 
less with  a  Heart  declaration. 

The  fact  that  South  is  without  Hearts  would 
not  be  a  sufficient  reason  for  taking  his  partner 
out,  provided  he  could  help;  but  with  a  hand 
of  this  character  his  action  is  eminently  correct 
as  the  result  proves. 

Round  4.  East  is  doubtless  sorely  tempted  to 
bid  five  Hearts,  but  evidently  considers  it  too 
rash.  It  is  a  close  question,  and  would  probably 
be  wise  with  a  reliable  partner  on  the  rubber  game. 


I 


PART   III 


PART    IIP 

THE    PLAY 

It  is  now  generally  conceded  that  in  Auction 
the  declaration  is  more  important  than  the  play.' 
The  recognition  of  this  fact  does  not  mean,  that 
after  the  declaration  the  player  is  not  afforded  as 
many  opportunities  for  the  display  of  his  ability 
as  were  accorded  to  the  Bridge  expert ;  but  merely 
that  the  comparative  value  of  skill  in  declaring 
is  much  greater  in  the  game  of  to-day  than  it  was 
when  its  predecessor  held  the  center  of  the 
stage. 

The  transformation  of  Bridge  into  Auction 
has  left  the  play  almost  the  same,  the  only  dif- 
ference being  that  in  a  certain  percentage  of 
deals  the  declaration  now  gives  information  that 
in  the  older  game  was  unobtainable. 

In   some   cases   this   simplifies  the  play;  in 

'  Beginners  and    moderate  players  should  not  take  up  this 
Part  until  they  are  thoroughly  familiar  with  Part  IX. 
*  See  Auction  of  To- Day,  pages  1-2. 

(   HI  ) 


<^  Auction  Developments  ^ 

others  it  makes  possible  the  drawing  of  elabo- 
rate inferences  (which  could  never  have  been 
evolved  from  the  limited  Bridge  declaration), 
and  therefore  affords  more  scope  for  brilliancy. 

If  it  be  admitted  that  there  is  little  difference 
between  the  extent  of  the  opportunity  afforded 
the  player  of  Bridge  and  Auction,  it  must  be 
conceded  that  the  increased  values  of  the  new 
game  place  an  additional  premium  upon  sound 
play.  In  Auction  as  in  Bridge  it  is  the  excep- 
tional deal  in  which  the  expert,  playing  the  com- 
bined hands,  does  not  manoeuvre  with  such  skill 
that  he  secures  at  least  one  more  trick  than 
the  average  player  would  gather  with  the  same 
cards.  Of  course,  between  the  expert  and  the 
poor  player  there  is  a  difference  so  great  that  it 
is  impossible  to  accurately  estimate  just  what  its 
limitation  may  be. 

The  play  of  the  opponents  of  the  Declarer  is 
almost  as  important,  and  when  it  is  remembered 
that  one  trick  frequently  decides  whether  or 
not  a  contract  be  fulfilled,  it  will  be  realized 
that  skill  in  handling  the  cards  is  a  vital  feature 
of  the  game.  Suppose  rubber  game,  the  decla- 
(  142  ) 


0  The  Play  * 

ration  be  four  Royals  redoubled,  and  that  the 
contract  be  obtainable,  but  be  lost  by  the  De- 
clarer allowing  .one  trick  to  escape.  The  im- 
mediate difference  in  that  case  between  making 
four  Royals,  and  falling  one  trick  short  is  444 
points.  Should  the  opponents  go  game  on  the 
next  deal,  the  444  would  be  increased  by  500, 
plus  the  amount  scored  for  tricks  and  honors, 
or  in  round  figures  the  failure  to  win  that  one 
trick  would  cost  1000  points. 

It  becomes  evident,  therefore,  that  the  up-to- 
date  Auction  player  cannot  rest  satisfied  with 
being  merely  a  sound  Declarer;  he  must  also 
be  able  to  get  every  trick  his  cards  make 
possible. 

It  is  quite  true  that  the  best  way  to  handle 
intricate  end  situations,  which  never  appear 
twice  in  exactly  the  same  form,  cannot  be  sug- 
gested In  print;  each  one  must  be  worked  out 
when  it  occurs.  There  are,  however,  situations 
of  more  or  less  frequent  occurrence  which  some 
may  class  as  elementary  and  yet  which  prove 
often  so  confusing  that  they  are  mismanaged  by 
players  of  more  than  ordinary  ability. 

(  143  ) 


<i>  Auction  Developments  V 

This  may  be  because  those  who  err  have 
never  had  a  practical  demonstration  of  these 
propositions  put  before  them.  \n  effort  is  made 
in  the  following  pages  to  reproduce  situations 
of  this  character. 

Twelve  examples  of  sound  play  are  given, 
the  student  may  find  it  good  practice  in  each  case 
to  lay  out  the  fifty-two  cards,  and,  before  reading 
the  "play"  or  "comment,"  to  make  up  his 
mind  which  card  each  hand  should  play  to  each 
trick.  A  subsequent  comparison  with  the  play 
as  given  is  sure  to  be  at  least  interesting.' 

In  the  examples  which  follow,  South  is  al- 
ways the  Dealer  and  consequently  the  first  to 
declare.  The  card  led  in  every  case  is  desig- 
nated by  being  printed  in  heavy-face  type;  the 
card  that  wins  the  trick  is  marked  by  an 
asterisk. 

'  This  can  be  most  readily  accomplished  by  preserving  the 
cards  played  as  in  Duplicate  (see  pages  378—80);  parties  or 
classes  of  four  can  manage  this  most  advantageously. 


(   H4  ) 


0 


T:he  Play 


* 


EXAMPLES    OF   PLAY 
No.  I 

The  Hands 

♦  Ace,  5,  4,  3 
5f  Ace,  8,  7,  6 
4  Ten,  9,  8 

♦  3,  2 


North 

4 

9,  8,  7,  6 

♦ 

Knave,  Ten 

V 

4,  3 

West                 East 

T 

King,  5,  2 

♦ 

King,  Knave,  5,  3,  2 

♦ 

Queen,  4 

♦ 

King,  5 

South 
(Dealer) 

♦ 

Ten,  9,  8,  7,  6,  4 

4^  King,  Queen,  2 

W  Queen,  Knave,  Ten,  9 

^  Ace,  7,  6 

^  Ace,  Queen,  Knave 

Score  —  Love  all.   Rubber  Game.   The  Dealer  holds  the 
declaration  with  one  No  Trump. 


(   H5  ) 


Auction  Developments 


S? 


The  Play 


West 
Tr.    (Leader) 

1  3  Diamonds 

2  Kn.  Diamonds* 

3  2  Diamonds 

4  3  Hearts 

5  5  Clubs 

6  4  Hearts 

7  King  Diamonds 

8  6  Spades 

9  7  Spades 
lo  8  Spades 
119  Spades 

12  5  Diamonds 

1 3  King  Clubs* 


North 
(Dummy) 

8  Diamonds 

9  Diamonds 

10  Diamonds 

6  Hearts 

2  Clubs 

7  Hearts 

8  Hearts 
Ace  Hearts* 

3  Spades 

4  Spades 
Ace  Spades* 

5  Soades* 
3  Clubs 

*  This  card 


East 

South 

(Declarer) 

Queen  Diamonds*  7  Diamonds 

4  Diamonds 

6  Diamonds 

2  Hearts 

Ace  Diamonds* 

King  Hearts* 

Qu.  Hearts 

4  Clubs 

Ace  Clubs* 

5  Hearts 

Kn.  Hearts* 

6  Clubs 

10  Hearts* 

7  Clubs 

9  Hearts 

10  Spades 

King  Spades* 

Knave  Spades 

Qu.  Spades* 

8  Clubs 

2  Spades 

9  Clubs 

Queen  Clubs. 

10  Clubs 

Knave  Clubs 

wins  the  trick. 

Tricks  won  —  North  and  South,  9  ;  East  and  West,  4. 
COMMENT    ON    THE    PLAY 

Trick  /.  South  does  not  win  this  trick,  as  he 
wishes  to  exhaust  the  Diamonds  in  East's  hand 
before  he  gives  up  command  of  West's  suit. 
The  play  of  the  7  instead  of  the  6  in  this  case 
is  immaterial,  but  it  is  always  sound  tactics  for 
the  Declarer,  even  with  apparently  unimportant 
cards,  to  do  all  in  his  power  to  confuse  his  op- 
ponents. 

'Trick  2.  Were  the  Declarer  able  to  place  the 
1  of  Diamonds  with  West  he  should  win  this 
trick,  but  as  West  may  have  opened  a  four-card 
(  146  ) 


0  T^he  Play  <* 

suit,  East  may  have  the  card  in  question,  and 
South  must  wait  until  sure  that  East's  Diamonds 
are  exhausted. 

T^rick  4.  Many  thoughtless  players  would 
lead  Spades  before  Hearts.  It  is  a  common  but 
serious  error  to  select  a  suit,  consisting  of  four 
cards  in  one  hand  and  three  in  the  other,  which 
contains  the  Ace,  King,  Queen,  but  not  the 
Knave,'  in  preference  to  a  suit  that  is  not  estab- 
lished. As  the  chances  are  approximately  but 
one  in  three  that  the  Ace,  King,  Queen  suit  is 
evenly  divided,  the  odds  are  two  to  one  that 
leading  it  will  cost  a  Trick.  It  is  impossible  for 
this  lead  to  gain  unless  the  adversaries  have  such 
strength  that  the  Declarer  may  be  obliged  to 
discard  winners  before  again  obtaining  the  lead. 

'Tricky.  East,  anxious  to  place  his  partner  in 
the  lead  so  that  game  may  be  saved,  leads  the 
card  most  apt  to  induce  South  to  figure  that 
there  is  a  high  Club  in  the  leader's  hand.  South, 
however,  reasons  that  he  cannot  at  this  time 
afford  to  risk  a  finesse.  Should  he  chance  it  and 
lose,  the  game  cannot  be  won,  as  West  has  two 

'  See  Auction  of  To- Day,  page  192. 

(  H7  ) 


(^  Auction  Developments  S? 

established  Diamonds.  If  the  King  of  Clubs  be 
with  East,  the  game  is  assured,  and  the  trick 
lost  by  not  taking  the  finesse  is  immaterial.  If 
the  King  be  with  West,  the  discards  which  must 
be  forced  by  the  Hearts  are  almost  sure  to  pro- 
duce the  desired  result. 

'Trick  /.  West  vainly  attempts  to  keep  his 
four  Spades,  his  winning  Club  and  one  Diamond. 
The  play  of  the  King  is  merely  an  effort  to  de- 
ceive the  adversary  should  he  be  forgetful. 

Trick  8.  West  must  now  either  part  with  his 
last  Diamond,  a  Spade,  or  his  King  of  Clubs. 
At  best  it  is  a  guess  ;  the  Spade  possibly  seems 
the  least  dangerous,  as  East  may  have  that  suit 
stopped.  As  the  cards  are.  West  is  helpless :  if 
he  play  the  Diamond,  the  Declarer  will  at  once 
lead  a  Club  ;  if  he  discard  the  high  Club,  he 
materially  simplifies  the  situation  for  South; 
with  one  Spade  discarded,  the  Declarer  can  make 
four  tricks  in  that  suit;  had  he  tried  to  do  this 
earlier  he  could  not  have  won  the  game,  as  West 
under  those  conditions,  when  forced  to  discard, 
could  have  safely  parted  with  both  Diamonds, 
retaining  his  winning  Spade  and  Club. 
(   h8  ) 


0 


T:he  Play 


♦ 


♦ 


4 


King,  Ten,  6,  4 

9.  6,  3 

(^ueen,  Knave,  9,  8, 4 


No.  1 

The  Hands 
Ace,  Queen,  4,  3 
8.6,3 
Queen,  8,  5,  z 

7,  5 


Knave,  Ten,  9,  6 
Knave,  9,  7,  2 
Ace,  King,  7 
3,  i 


♦      King,  8,  s,  2 
^     Ace,  Queen 
^     Knave,  Ten,  4 
dfb     Ace,  King,  Ten,  6 
Score  — 10—24.      Rubber   Game.    The  Dealer  holds  the 
declaration  with  one  No  Trump. 

The  Play 


West 

North 

East 

South 

Tr.          (Leader) 

(Dummy) 

(Dealer) 

I  Queen  Clubs 

5  Clubs 

2  Clubs 

Ace  Clubs* 

2   3  Diamonds 

2  Diamonds 

King  Diamonds*  10  Diamonds 

3   8  Clubs* 

7  Clubs 

3  Clubs 

6  Clubs 

4  7  Spades 

Ace  Spades* 

6  Spades 

5  Spades 

5   6  Diamonds 

5  Diamonds 

7  Diamonds 

Kn.  Diamonds* 

6  4  Clubs 

3  Spades 

9  Spades 

King  Spades* 

7  9  Diamonds 

Qn.  Diamonds 

Ace  Diamonds* 

4  Diamonds 

8   King  Hearts* 

3  Hearts 

2  Hearts 

Queen  Hearts 

9  4  Hearts 

6  Hearts 

Knave  Hearts 

Ace  Hearts* 

10  9  Clubs 

8  Hearts 

7  Hearts 

King  Clubs* 

11    6  Hearts 

Queen  Spades* 

10  Spades 

2  Spades 

12  Knave  Clubs 

8  Diamonds* 

9  Hearts 

8  Spades 

13    10  Hearts 

4  Spades 

Knave  Spades* 

10  Clubs 

Tricks  won  —  North  and  South,  8 ;  East  and  West,  5. 

(   H9  ) 

Auction  Developments  V 


COMMENT    ON    THE    PLAY 

l^rick  2.  South  is  now  placed  in  a  position  in 
which  it  is  quite  doubtful  whether  he  should 
lead  Diamonds  or  Spades. 

It  goes  without  saying  that  as  a  general  pro- 
position the  remarks  made  in  the  comment  fol- 
lowing Example  No.  i,  upon  the  lead  of  an  Ace, 
King,  Queen  suit,  do  not  apply  with  as  much 
force  when  the  Declarer  and  the  Dummy  each 
have  four  cards  as  is  the  case  when  one  has 
four,  the  other  three.  With  a  total  holding 
of  seven  cards  the  chances  are  approximately 
two  to  one  that  the  suit  is  not  evenly  divided 
(i.e.,  three  hands  with  three  cards  each,  one  with 
four),  and  consequently  leading  three  rounds 
twice  in  every  three  times  results  in  the  estab- 
lishment of  the  fourth  trick  for  the  adversaries 
instead  of  for  the  leader. 

When  the  total  holding  is  eight,  each  hand 
having  four,  the  odds  swing  in  the  opposite 
direction  and  it  is  approximately  two  to  one 
that  there  are  not  four  cards  of  the  suit  in 
either  adverse  hand.  Leading  it  forces  more 
(  150  ) 


0  T^he  Play  ^ 

adverse  discards  and,  even  if  one  adversary  hold 
four  cards,  the  situation  is  bound  to  develop 
on  the  second  round  before  an  adverse  trick  has 
been  established. 

4 

In  spite,  however,  of  this  very  distinct  dif- 
ference between  the  two  situations  there  is  noth- 
ing to  be  gained  in  most  instances  by  exposing 
the  strength  of  the  eight-card  holding  until  the 
adversaries  have  some  other  suit  established, 
but  in  the  present  case  there  is  a  special  reason 
for  leading  the  Spade.  If  it  run  for  four  rounds, 
it  must  force  some  troublesome  discards  ;  if  not, 
West  is  almost  surely  the  adversary  who  has 
but  one  Spade.  Talcing  that  Spade  from  his 
hand  will  force  him,  should  he  get  in,  to  lead  up 
to  a  Club  or  Heart  tenace  or  to  help  the  estab- 
lishment of  the  Diamonds.  As  the  situation  ap- 
pears to  be  interesting,  the  result  of  both  plays 
is  shown.  In  the  abovegexample  South  tries 
the  Diamond  before  the  Spade. 

Trick  4.  West  should  not  lead  Clubs  up  to 

South's  marked  tenace ;  he  does  not  wish  to  lead 

.  from  a  King  up  to  a  No  Trump  Declarer  and 

naturally  considers   the   Spade  his  safest   play. 

(   151  ) 


<^  Auction  Developments  S? 

The  Declarer  wins  in  Dummy  because  it  is 
always  advisable,  when  practical,  to  keep  one 
winning  card  of  a  suit  in  each  hand. 

Trick  6.  South  fears  that  the  adverse  Dia- 
monds may  be  in  one  hand,  so  now  tries  the 
Spades. 

T^rick  7.  The  Spade  suit  proving  impossible 
to  establish,  South's  only  chance  to  win  game  is 
to  get  an  even  break  in  Diamonds. 

It  is  interesting  to  note  how  the  play  would 
be  varied  if  at  Trick  2  South  led  the  Spade 
instead  of  the  Diamond. 

West  North                   East                        South 

Tr.  (Leader)  (Dummy)  (Declarer) 

I    Queen  Clubs    5  Clubs  2  Clubs  Ace  Clubs* 

3   7  Spades  Ace  Spades*  6  Spades  5  Spades 

3  3  Diamonds  3  Spades  9  Spades  King  Spades* 

4  6  Diamonds  2  Diamonds  King  Diamonds*  10  Diamonds 

5  9  Diamonds  4  Spades  Kjl.  Spades*  2  Spades 

6  4  Clubs  Queen  Spades*  10  Spades  8  Spades 

7  4  Hearts  5  Diamonds  7  Diamonds  Knave  Diamonds* 

8  8  Clubs*  7  Clubs  3  Clubs  6  Clubs 

West  is  now  obliged  to  lead  ujf  to  South's  Hearts  or  Clubs,  and  North 
and  South  win  8  tricks. 

COMMENT    ON    THE    PLAY 

The  only  serious  proposition   that  presents, 
itself  is  East's  lead  at  Trick  5  :  he  can  read  that 
(   152  ) 


T:he  Play 


* 


the  Declarer  is  trying  to  make  the  thirteenth 
Diamond  in  the  Dummy;  by  leading  Spades  he 
can  probably  prevent  this,  insure  a  Spade  trick, 
and  eventually  lead  the  Club.  The  Club,  how- 
ever, may  be  much  better,  and  there  is  a  good 
chance  that  the  Heart  is  the  best  of  all.  It  is  a 
most  trying  situation,  one  in  which  a  player 
must  make  what  seems  the  most  logical  choice. 

'Trick  8.  South's  placing  of  the  lead  is  sound 
Auction. 

Should  East  lead  the  Club  at  Trick  5,  the  play 
would  be  as  follows:  — 


West 
Tr.     (Leader) 

I   Queen  Clubs 

a   7  Spades 

3  Diamonds 
6  Diamonds 

8  Clubs* 

9  Diamonds 

4  Clubs 

8  King  Hearts* 

9  6  Hearts 


North 
(Dummy) 
5  Clubs 
Ace  Spades* 

3  Spades 

2  Diamonds 

7  Clubs 

5  Diamonds 

8  Diamonds 

3  Hearts 

6  Hearts 


East 

a  Clubs 

6  Spades 
9  Spades 

King    Diamonds* 

3  Clubs 

7  Diamonds 
Ace  Diamonds* 

2  Hearts 

Knave  Hearts 


South 
(Declarer) 
Ace  Clubs* 

5  Spades 

King  Spades* 

10  Diamonds 

6  Clubs 

Knave  Diamonds* 

4  Diamonds 

Queen  Hearts 
Ace  Hearts* 


North  and  South  make  three  more  tricks  (a  Club,  a  Spade,  and  a  Dia- 
mond), winning  8  tricks. 

Should  East  lead  the   Heart  at  Trick  5,  the 
play  would  be  varied  as  follows  (Tricks  i  to  4 
inclusive  same  as  in  the  last  play):  — 
(   153  ) 


Auction  Developments 


7 


Tr.                West 

North 

5  King  Hearts* 

6  4  Hearts* 

7  9  Diamonds 

8  4  Clubs 

3  Hearts 
6  Hearts 
5  Diamonds 
8  Diamonds 

East  South 

2  Hearts  Queen  Hearts 

Knave  Hearts         Ace  Hearts* 

7  Diamonds  Kn.  Diamonds* 

Ace  Diamonds*     4  Diamonds 

East  and  West  win  two  Hearts  ;  North  and  South  one  Club,  one  Spade, 
and  one  Diamond.   Total,  North  and  South,  8  ;  East  and  West,  5. 

This  deal  is  quite  unique  in  that  it  produces 
the  same  result  in  every  one  of  the  above  varia- 
tions of  play.  It  shows  that  quite  a  number  of 
questions  of  judgment  may  arise  in  playing  one 
deal,  but  it  is  most  exceptional  that  such  distinct 
alterations  in  the  management  of  the  hands 
should  all  result  in  the  same  score. 

No.  3 

The  Hands 

♦  6,5 

V     Ace,  7,  6,  5 
^      Knave,  9 

♦  Knave,  9,  7,  4,  2 


North 

♦ 

Knave,  Ten,  8,  2 

4 

King,  9,  7,  3 

V 

Knave,  9,  4,  3 

West 

East 

¥ 

Ten,  8 

♦ 

King,  7,  2 

♦ 

Ten,  8,  6,  5,  3 

♦ 

8,  6 

South 
(Dealer) 

♦ 

Ace,  King 

4 
♦ 


Ace,  Queen,  4 
King,  Queen,  2 
Ace,  Queen,  4 
Queen,  10,  5,  3 

(     154    ) 


0 


T:he  Play 


♦ 


Score  —  Love  all.    First  Game.   South  bids  one  No  Trump 
and  holds  the  declaration. 

The  Play 


West 

North 

East 

South 

Tr.  (Leader) 

(Dummy) 

(Declarer) 

I  Kin.  Spades 

5  Spades 

King  Spadet 

Ace  Spades* 

2  6  Clubs 

2  Clubs 

King  Clubs* 

10  Clubs 

3   2  Spades 

6  Spades 

9  Spades* 

4  Spades 

4  8  Spades 

9  Diamonds 

7  Spades 

Queen  Spades* 

5   8  Clubs 

9  Clubs 

Ace  Clubs* 

5  Clubs 

6  7  Diamonds 

Kn.  Diamonds 

5  Diamonds 

Ace  Diamonds* 

7  2  Diamonds 

4  Clubs 

3  Spades 

Qu.  Clubs* 

8    lo  Spades 

Knave  Clubs* 

3  Diamonds 

3  Clubs 

9   3  Hearts 

7  Clubs* 

6  Diamonds 

4  Diamonds 

lo  4  Hearts 

5  Hearts 

8  Hearts 

King  Hearts* 

119  Hearts 

6  Hearts 

10  Hearts 

Qu.  Hearts* 

12   Knave  Hearts 

Ace  Hearts* 

8  Diamonds 

2  Hearts 

13  King  Diamonds 

7  Hearts* 

10  Diamonds 

Queen  Diamonds 

Tricks  wor 

I  —  North  and  South,  10:  East  and  West,  3. 

COMMENT    ON    THE    PLAY 

This  is  another  example  of  the  Ace,  King, 
Queen  suit,  with  four  cards  in  one  hand  and 
three  in  the  other.  If  South  attempt  to  estab- 
lish Hearts  before  Clubs,  he  will  not  go  game. 
Another  point  to  be  noticed  is  East's  lead  at 
Trick  6.  He  can,  of  course,  make  a  Spade,  but 
he  needs  two  tricks  to  save  game.  He  must  not 
force  West  to  lead  Diamonds  up  to  the  De- 
clarer. In  the  end  the  Diamond  lead  costs  a 
trick,  but  it  is  sound  play  nevertheless. 
(  155  ) 


Auction  Developments 


S? 


Should  the  Declarer  attempt  to  run  his  Hearts 
before  establishing  his  Clubs  the  play  would  be 
as  follows :  — 


Trick  I 

2 

3 
4 
5 
6 

7 


West 
(Leader) 

Kn.  Spades 

3  Hearts 

4  Hearts 

9  Hearts 
6  Clubs 
2  Spades 
8  Spades 
8  Clubs 

10  Spades* 
Knave  Hearts* 


East 


North 
(Dummy) 
5  Spades 

5  Hearts 

6  Hearts 
Ace  Hearts* 

2  Clubs 

6  Spades 
9  Diamonds 
4  Clubs 

7  Hearts 
7  Clubs 

North  and  South  make  the  three  remaining  tricks 
Score  —  North  and  South,  8;  East  and  West,  5. 


South 
(Declarer) 
King  Spades  Ace  Spades* 

8  Hearts       King  Hearts* 
10  Hearts      Qu.  Hearts* 
3  Diamonds  2  Hearts 

King  Clubs*   5  Clubs 

9  Spades*   4  Spades 
7  spades      Queen  Spades* 
Ace  Clubs*      10  Clubs 
3  Spades     4  Diamonds 
5  Diamonds    Queen  Clubs 


No.  4 

The  Hands 

♦  6,  5,  4,  3,  2 

y  9.  5.  3 

♦  Queen,  7,  5,  4 

♦  Queen 


North 

4 

Queen,  Knave,  Ten,  8 

♦ 

King,  9,  7 

¥ 

King,  2 

West                East 

y 

4 

♦ 

Ten,  9,  3 

♦ 

Ace,  King,  8,  2 

♦ 

King,  9,  7,  5 

South 
(Dealer) 

♦ 

Knave,  8,  6,  4,  2 

4k  Ace 

y  Ace,  Queen,  Knave,  Ten,  8,  7,  6 

A  Knave,  6 

d^  Ace,  Ten,  3 

(     156    ) 


0 


The  Play 


♦ 


Score —  Love  all.    First  Game. 
The  Dealer  holds  the  declaration  with  a  bid  of  three  Hearts. 

The  Play 


Trick  I 


West 

North 

East 

South 

(Leader) 

(Dummy) 

(Declarer) 

I 

Qn.  Spades 

2  Spades 

9  Spades 

Ace  Spades* 

2 

5  Clubs 

Qn.  Clubs 

8  Clubs 

Ace  Clubs* 

1 

7  Clubs 

5  Hearts* 

6  Clubs 

3  Clubs 

4 

2  Hearts 

3  Hearts 

4  Hearts 

Ace  Hearts* 

5 

9  Clubs 

9  Hearts* 

4  Clubs 

ID  Clubs 

The   Declarer   loses   two    Diamonds  and  one   Heart.    Tricks    Won  — 
North  and  South,  lo;  East  and  West,  3. 

COMMENT    ON    THE     PLAY 

This  deal  is  given  as  an  example  of  playing 
to  the  score.  By  the  above  management  the 
game  is  practically  assured.  The  finesse  of  the 
trump  if  successful  would  gain  a  trick,  worth  8 
points;  but  if  unsuccessful,  might  result  in  the 
loss  of  the  rubber. 


(  157  ) 


♦ 

Auction  Developments 

V 

No.  5 

The  Hands 

♦  Knave,  6,  5,  3 
^     Ace,  6 

♦  King,  9,  5 

d|»     Knave,  9,  6,  4 

. 

North 

♦  9,  8,  2 
If     Ten,  9,  8 

♦  Ten,  4,  3, 

♦  Ace,  7,  2 

z 
Sco 

West                 East 

South 
(Dealer) 

♦     Ten,  7 
^     Knave,  7,  5,  4 
^      Ace,  Knave,  8 
4b     King,  Queen,  Ten,  3 

4 

♦ 

re- 

Ace,  King,  Queen,  4 
King,  Queen,  3,  2 
Queen,  7,  6 
8,5 
-Love  all.    First  Game. 

Round  I 

2 

The  Bidding 
South              West              North 
2  Spades             Pass            2  Royals 
Pass                  Pass 

East 
Pass 

South 
Tr.         (Dummy) 

1  2  Hearts 

2  Qn.  Diamonds* 

3  King  Hearts* 

4  Qn.  Hearts* 

5  7  Diamonds 

8 

2 

9 
10 

3 

The  Play 

West                     North 

(Declarer) 
Hearts            Ace  Hearts* 

Diamonds      5  Diamonds 

Hearts             6  Hearts 
Hearts            9  Diamonds 
Diamonds       King  Diamonds 

East 
(Leader) 

4  Hearts 

8  Diamond* 

5  Hearts 
7  Hearts 

Ace  Diamonds' 

( 158 ) 


0  T^he  Play  ^ 

It  does  not  now  matter  how  East  and  West 
play;  they  can  only  take  two  Club  tricks.  North 
and  South  therefore  win  ten  tricks. 

COMMENT    ON    THE    PLAY 

To  win  the  game,  the  Declarer  must  make 
ten  tricks.  He  can  figure  that  should  he  ex- 
haust the  adverse  trumps,  supposing  they  are 
divided  three  and  two,  he  can  ruff  the  fourth 
Heart  and  the  Dummy  can  ruff  a  Club.  The 
chances  are  that  by  this  plan  he  will  win  five 
trumps,  three  Hearts,  and  one  Diamond:  only 
nine  tricks.  Game  can,  however,  be  secured  if 
he  can  ruff  twice  (one  Heart  and  one  Diamond) 
in  the  closed  hand. 

One  round  of  trumps  early  in  the  play  may 
ruin  the  scheme,  as  East  can  then  lead  a  second 
round  when  he  wins  with  the  Ace  of  Diamonds, 
West  a  third  when  he  wins  with  the  Ace  of 
Clubs. 

The  Declarer's  plan  of  play  is  sound,and  shows 
a  settled  purpose  from  the  start." 

•  See  Auction  of  To- Day,  pages  195-197' 
(    159   ) 


♦ 

Auction  Developments 

V 

No.  6 

T"/?-^  Hands 

4 

4 

V 

6,  3,  a 

♦ 

5,  4 

5,  3 

Ace,  King,  8,  7, 

6,5,3 

♦      7,  6, 

North 

4     Kir 

g 

g,   Knave,  Ten, 

r     King 

♦  Ace, 

♦  9 

,  Knave,  7,  5 
Ten,  7,  2 

West                East 

y     Ten,  4 
4     King,  9,  3 

South 

d|b     Queen,  Knave,  Ten 

4 

(Dealer) 

Ace,  Queen,  9 

¥ 

Ace,  Queen,  9,  8 

♦ 

Queen,  Knave,  8,  6 

♦ 

4,  ^ 

5f  ijr^  — 

Love  all.   Rubber  Game. 
The  Bidding 

South 

West                North 

East 

Round   I 

2 

I  No  Trump 
Pass 

Pass                   Pass 
Pass                3  Clubs 

2  Royals 
Pass 

3 
4 

2  No  Trumps 

3  No  Trumps 

3  Royals               No 
No                   No 

The  Play 

No 
No 

West 

North                  East 

South 

(Leader) 

(Dummy) 

(Declarer) 

Trick  I 

2 

7  Spades 

9  Clubs 

4  Spades            King  Spades 
3  Clubs              10  Clubs* 

Ace  Spades* 
4  Clubs 

3 
4 

6  Spades 
5  Hearts 

2  Hearts           Kn. 
King  Clubs*      Kna 

Spades 

ve  Clubs 

Queen  Spades* 
2  Clubs 

North  and  South  win  five  more  Clubs  and  one  Heart.    Total  —  9  tricks. 
(    160    ) 


The  Play 


♦ 


COMMENT    ON    THE    PLAY 

'Trick  2.  While  It  is  quite  probable  that  the 
four  adverse  Clubs  are  divided  equally,  it  would 
be  the  height  of  folly  for  the  Declarer  to  risk 
four  tricks  for  the  sake  of  one,  especially  as  the 
game  is  won  by  taking  six  Clubs,  two  Spades, 
and  one  Heart. 


4 

y 


No.  7 

The  Hands 

Ace,  Queen,  8,  5,  4 
Ace,  7,  6,  2 

5 

King,  6,  2 


North 

4 

King,  3 

4 

Ten,  9,  7 

y 

Knave,  Ten,  8 

West 

East 

y 

King,  5,  4 

♦ 

King,  Ten,  7,  6 

♦ 

Queen,  Knave,  9, 

♦ 

Knave,  8,  5,  4 

South 
(Dealer) 

4 

Ace,  Queen,  Ten 

4 

y 
♦ 

4 


Knave,  6,  2 
Queen,  9,  3 
Ace,  8,  4,  2 
9.  7,  3 


(    161    ) 


Auction  Developments 


^ 


Score  —  lO  —  o.   Rubber  Game. 


The  Bidding 


South 
Round  I      I  Spade 
2         Pass 


West 
Pass 
Pass 


North 
I  Royal 


East 
Pass 


The  Play 


South  West  North  East 

Tr.      (Dummy)  (Declarer)  (Leader) 

1  Ace  Diamonds*  7  Diamonds  5  Diamonds  Qu. Diamonds 

2  2  Spades  3  Spades  Queen  Spades*  10  Spades 

3  6  Spades  King  Spades  Ace  Spades*  7  Spades 

4  Knave  Spades*  6  Diamonds  4  Spades  9  Spades 

5  3  Hearts  8  Hearts  Ace  Hearts*  4  Hearts 

6  9  Hearts  Knave  Hearts  2  Hearts  King  Hearts* 

7  2  Diamonds  King  Diamonds  5  Spades*  3  Diamonds 

8  Queen  Hearts*  10  Hearts  6  Hearts  5  Hearts 

9  3  Clubs  4  Clubs  King  Clubs  Ace  Clubs* 

North  and  South  win  a  Spade  and  a  Heart ;  East  and  West  win  two  Clubs. 

Total —  North  and  South,  9  ;  East  and  West,  4. 


COMMENT    ON    THE    PLAY 

The  Declarer  In  this  deal  shows  that  he  un- 
derstands the  proper  way  to  handle  to  the  best 
advantage  suits  containing  the  Ace  and  Queen; 
note  the  leads  at  Tricks  2  and  5.' 

'  See  pages  581-84. 


(    162   ) 


0 

TSe  Play                         ^ 

No.   8 

The  Hands 

4 

»      Ace 

t 

King,  8,  6,  5,  3,  2 

♦ 

6,  4,  2 

4 

»     5.  4,  3 

North 

♦  7 

T      Ace,  4 

^      Knave,  Ten,   9,    7, 

5,  3 

♦  Ten,  9,  7,  2 

4      King, 
y      Knave 

♦      8 

8,6,5 
.  Ten, 

.4,3.2 

7 

West                 East 

4^     King, 

Knave 

South 

4 

(Dealer) 

)     Queen,  Knave,  Ten,  9 

^ 

Queen,  9 

4 

Ace,  King,  Queen 

4 

»     Ace,  Queen,  8,  6 

Score— 

-  Love  all.    First  Game. 
The  Bidding 

Sou 

th                West               North           East 

Round 

I 

I  No  Trump          2  Royals          3  Hearts          Pass 

2 

Pass 

Pass 

, 

The  Play 

South 

West                    North                  East 

(Dum 

my) 

(Declarer)             (Leader) 

Trick  I 

9  Spades 

2  Spades           Ace  Spades*       7  Spades 

2 

Queen  Hearts 

*     7  Hearts          2  Hearts          4  Hearts 

3 

9  Hearts 

Kn.  Hearts      3  Hearts             Ace  Hearts* 

4 

Ace 

Clubs* 

Kn.  Clubs        3  Clubs                2  Clubs 

5 

Qn. 

Spades 

5*    3  Spades           4  Clubs                3  Diamondt 

6 

Kn. 

Spades 

King  Spades     ■;  Hearts*            5  Diamondj 

7 

6  Clubs 

10  Hearts       Kg.  Hearts*  7  Clubs 

North 

and  Sf 

111th  mak 

e  1  Diamonds,  one  S 

pade,  and  two  Hearts. 

Score,  North  and  South,  12  ;  East  and  West,  I, 
(     ^63    ) 


♦ 


Auction  Developments 


S? 


COMMENT  ON  THE  PLAY 

'Trick  I.  West,  of  course,  does  not  cover,  as 
the  Ace  is  marked,  solus,  in  North's  hand. 

Trick  J.  North  cannot  tell  whether  West's 
Knave  is  a  false  card.  If  East  have  both  the 
Ace  and  Ten,  holding  up  the  King  makes  no 
difference;  if  he  have  the  Ace,  soluSy  it  must 
gain  a  trick. 

Trick  ^.  The  Declarer  refuses  to  take  the 
Club  finesse  as  it  is  an  unnecessary  risk.  He 
can  win  every  remaining  trick  without  it. 

No.  9 

The  Hands 


K-ing,  5,  3,  2 

7 

King,  4 

Ace,  King,  Ten 

6,2 

4 
♦ 

9, 

♦ 

Knave,  8,  7,  6 
8,4,  3 
5,  3,  2 
Queen,  Knave,  7 

y 
♦ 

North 
West                 East 

South 
(Dealer) 

Ace,  Queen,  Ten,  9 

Queen,  2 

Ace,  Ten,  8,  7,  6 

8,4 

4 

Ace,  King,  Knave 
Queen,  Knave,  9 
5,  3 

,  Ten,  9,  6,  5 

( 164 ) 


0 

The  Play 

<^ 

Score  — 

■Love — '/2.    First 
The  Bidding 

Game. 

South 

West 

North 

East 

Round  I 

2 

3 

2  Hearts 

3  Hearts 
Pass 

3  Clubs 
Pass 
Pass 

Pass 
Pass 
Pass 

Pass 
3  Royals 

While  this  is  not  the  place  to  consider  ques- 
tions of  declaration,  it  may  be  proper  to  note 
that  South's  original  bid  should  be  three  Hearts. 
If  a  player  believe  in  preemptive  calls,  he  should 
use  the  system  for  all  it  is  worth.'  South  with 
seven  sure  tricks  (probably  eight)  is  strong 
enough  to  start  with  a  call  of  three. 

East's  bid  of  three  Royals  is  bold,  but  the  indi- 
cations are  that  West  has  Royal  assistance  and 
that  South  is  short  of  the  suit.  East  does  not 
disturb  the  call  of  three  Clubs  (Round  i),  as 
the  fulfillment  of  that  contract  will  produce 
game  and  his  assistance  should  be  sufficient  to 
insure  that  result.  When  his  next  bid  comes,  he 
is  placed  in  a  more  troublesome  position.  It  is 
doubtful  whether  he  should  advance  the  Clubs 
as  high  as  four  without  any  trump  assistance. 
'  See  pages  312-23. 
(   165   ) 


Auction  Developments 


7 


It  takes  four  Diamonds  but  only  three  Royals 
to  overcall  the  adverse  declaration,  and  should 
the  latter  be  doubled,  the  Diamonds  afford  a 
refuge.  Many  players  in  this  position  would 
risk  a  call  of  four  Clubs,  and  it  is  possibly  more 
conservative  than  three  Royals ;  five  Clubs  could 
be  made. 

The  Play 


South 

West 

North 

East 

rr. 

(Leader) 

(Dummy) 

(Dealer) 

I 

2 

King  Hearts* 
Qn.  Diamonds 

7  Hearts 
4  Diamonds 

3  Hearts 
2  Diamonds 

Queen  Hearts 
Ace  Diamonds* 

3 
4 

4  Spades 
Ace  Hearts 
3  Clubs 

2  Spades 
King  Spades* 

Ace  Clubs* 

8  Spades 
7  Spades 
7  Clubs 

Ace  Spades* 
10  Spades 

8  Clubs 

6 

5  Clubs 

King  Clubs* 

Knave  Clubs 

4  Clubs 

7 

5  Hearts 

10  Clubs 

Queen  Clubs 

9  Spades* 

8 
9 

6  Hearts 
9  Diamonds 

3  Spades                 6  Spades 
King  Diamonds*  3  Diamonds 

Qn.  Spades* 
6  Diamonds 

:o 

9  Hearts 

9  Clubs 

Knave  Spades*  7  Diamonds 

West  wins  one  trump  and  two  Club  tricks.  Total  —  11  tricks. 


COMMENT  ON  THE  PLAY 

I'rick  2.  The  Declarer  wisely  leaves  the  Dia- 
mond reentry  in  the  hand  most  apt  to  need  it. 

Tricks ;^  and 4.  The  trump  lead  is  imperative; 

to  force  the   Dummy  at  this   time  would   be  a 

serious    error,  and    the    Declarer    handles    his 

trumps  in  the  most  approved  manner.   Should 

(  166  ) 


0 


T:he  Play 


* 


the  Clubs  become  established  in  two  rounds  or 
should  the  adverse  trumps  be  divided  three  and 
two,  he  can  make  a  Small  Slam. 

T'rick  /.  The  Slam  now  being  impossible,  the 
Declarer  proceeds  to  capture  1 1  tricks. 


No.  lo 


The  Hands 

4 

Ace,  King,  Queen,  Knave,  Ten 

V 

Queen,  Knave,  7,  6 

♦ 

8,  6 

♦ 

8.4 

North 

♦     5 

♦     9, 

8, 

7, 

Z 

Y      Ace,  King, 

4,  3 

¥    8. 

z 

West                East 

^      Ten,  3,  2 

♦     9, 

7, 

5. 

4 

d|b     Ace,   King 

Queen, 

♦     6, 

5, 

2 

♦ 

South 
(Dealer) 

Knave 

6,4,  3 

V 

Ten,  9,  5 

♦ 

Ace,  King,  Queen,  Knave 

♦ 

Ten,  9,  3 

Score  - 

-  Love  all.    First  Game. 

The  Bidding 

South 

West                  North 

East 

Round 

I 

I 

Diamond 

Pass                 I  Royal 

3  Clubs 

2 

Pass 

Pass                 3  Royals 

Pass 

\ 

Pass 

Pass 

( 167 ) 


♦ 

Auction  'Developments 

s? 

The 

Play 

South 

West 

North 

East 

(Dummy) 

(Declarer) 

(Leader) 

Trick  I 

3  Clubs 

2  Clubs 

8  Clubs 

King  Clubs* 

2 

5  Hearts 

8  Hearts 

7  Hearts 

King  Hearts* 

3 

9  Hearts 

2  Hearts 

6  Hearts 

Ace  Hearts* 

4 

lo  Hearts 

2  Spades* 

Queen  Hearts 

3  Hearts 

5 

9  Clubs 

6  Clubs 

4  Clubs 

Knave  Clubs* 

6 

6  Spades 

7  Spades* 

Knave  Hearts 

4  Hearts 

North  and  South  take  the  remaining  tricks,  but  "  go  down  " 


two. 


COMMENT  ON  THE   PLAY 

East  gains  two  tricks  by  not  leading  three 
rounds  of  Clubs  immediately;  he  gains  one  by 
not  leading  the  second  Club  before  the  third 
Heart.  Under  conditions  of  this  character  the 
partner's  signal  requesting  that  the  suit  be  con- 
tinued, or  the  absence  of  a  signal  suggesting 
that  it  be  abandoned,  should  be  carefully 
watched  for  and  implicitly  obeyed.' 


No.  II 

In  order  that  the  student  may  be  placed  in  a 
position  to  work  out  this  example,  it  is  first 
given  in  part.   Before  looking  at  the  hands  and 

•  See  Auction  of  To- Day,  pages  200—02. 
(    168   ) 


0  The  Play  * 

the  entire  play,  he  should  answer  the  questions 
asked  below,  and  then  compare  his  answer  with 
the  play. 

South  deals  and  holds  — 

Spades        Ace,  Queen,  8,  3,  2 
Hearts        Ace,  Queen,  5,  4,  2 
Diamonds  9 
Clubs  8,  4 

He  bids  i  Royal;  West,  2  Clubs;  North,  1 
Diamonds;  East,  Pass;  South,  2  Hearts;  West 
and  North,  Pass;  East,  3  Clubs;  South  and 
West,  Pass;  North,  3  Hearts,  which  is  the  final 
bid. 

The  Dummy  holds  — 

Spades  5,  4 

Hearts  King,  Knave,  7 

Diamonds  King,  Queen,  Ten,  7,  6,  4 

Clubs  Ten,  2 

bricks  I  and  2,  West  leads   King  and  Ace 
of   Clubs.   Trick  j,  West    leads  8   Diamonds, 
Dummy  plays  Queen,  and  East  wins  with  the 
Ace.   trick  4,  East  leads  9  Spades. 
,   (  169  ) 


Auction  Developments 


^ 


What  should  South  play  at  Trick  4,  and  how 
should  he  manage  the  remaining  play? 

The  Hands 

♦  5.  4 

^      King,  Knave,  7 

♦  King,' Queen,  Ten,  7,  6,  4 
4»     Ten,  2 


North 

4 

King,  Knave,  Ten 

♦ 

9.  7,6 

V 

Ten,  9,  8 

West                 East 

▼ 

6,3 

♦ 

8,  2 

♦ 

Ace,  Knave,  5,  3 

♦ 

Ace,  King,7  ,  5,  3 

South 
(Dealer) 

♦ 

Queen  Knave,  9,  6 

4      Ace,  gueen,  8,  3,  2 
V      A",  Queen,  5,  4,  2 

♦  9 

♦  8,4 

Score —  Love  all.    Rubber  Game. 


Round  I 


The  Bi 

dding 

South 

West 

North 

East 

I 

I  Royal 

2  Clubs 

2 

Diamonds 

No 

2 

2  Hearts 

No 

No 

3  Cluh 

3 

No 

No 

3 

Hearts     . 

No 

4 

No 

No 

(  170 ) 


0 


The  Play 


* 


The  Play 


West 
Tr.         (Leader) 

1  King  Clubs* 

2  Ace  Clubs* 
8  Diamonds 

lo  Spades 

8  Hearts 

9  Hearts 
2  Diamonds 

8  3  Clubs 

9  lo  Hearts 
lo   5  Clubs 
117  Clubs 

12  Knave  Spades 

13  King  Spades 


North 
(Dummy) 
2  Clubs 
10  Clubs 
Queen  Diamonds 
4  Spades 
7  Hearts 
Knave  Hearts* 

I  o  Diamonds* 

4  Diamonds 

King  Hearts* 

Kg.  Diamonds* 
7  Diamonds* 
6  Diamonds* 

5  Spades 


East 


6  Clubs 
9  Clubs 
Ace  Diamonds* 

9' Spades 

3  Hearts 
6  Hearts 
3  Diamonds 

5  Diamonds 
Knave  Clubs 
Knave  Diamonds 

6  Spades 

7  Spades 
Queen  Clubs 


South 
(Declarer) 
4  Clubs 

8  Clubs 

9  Diamonds 
Ace  Spades* 

Qn.  Hearts* 

2  Hearts 

2  Spades 
Ace  Hearts* 

4  Hearts 

3  Spades 
8  Spades 
Queen  Spades 

5  Hearts* 


Tricks  won  —  North  and  South,  10  ;  East  and  West,  3. 


COMMENT    ON    THE    PLAY 

The  Declarer,  if  a  clever  player,  can  at  Trick 
4  place  the  cards  with  sufficient  accuracy  to  plan 
and  execute  the  play  as  shown  above. 

The  finesse  is  unnecessary,  as  every  remain- 
ing trick  can  be  taken  without  it. 


No.  12 
For  the  reason  mentioned  in  example  No. 
1 1,  a  preliminary  statement  is  given  of  example 
No.  12. 

(  171  ) 


4^  Auction  Developments  S? 

South  deals  and  holds  — 

Spades        Ace,  Queen,  Knave,  Ten,  7, 4,  3 

Hearts         7, 4 
Diamonds  Ace,  6,  3 
Clubs  9 

He  bids  3  Royals;  West  and  North,  Pass; 
East,  4  Hearts  ;  South  and  West,  Pass  ;  North, 
4  Royals;  East  and  South,  Pass;  West,  5 
Hearts;  North,  5  Royals;  East  and  South, 
Pass  ;  West  doubles  and  that  is  the  final  bid. 

The  Dummy  holds  — 

Spades        9,  8,  6,  2 
Hearts        3 

Diamonds  Queen,  9,  5,  4 
Clubs  Ace,  King,  6,  2 

West  leads  the  Ace  of  Hearts,  which  wins 
the  first  trick.  West  then  leads  the  Queen  of 
Clubs,  which  the  Dummy  wins  with  the  King. 
How  should  the  Declarer  manage  the  play  to 
insure  making  his  contract? 


(   172  ) 


0 

The  Play 

♦ 

The  Hands 

4 

9,  8,  6,  2 

V 

3 

♦ 

Queen,  9,  5,  4 

King, 
Ace, 
King, 
Queer 

5 

9.  2 

Ten,  7,  z 
,Knave,Ten,  5 

Ace,  King,  6,  2 

4 

North 

West                East 

South 

4 

♦ 
4 

None 

King,  Queen, Knave, 

Ten,  8,  6,  5 
Knave,  8 
8,  7.  4,  3 

4 

(Dealer) 

Ace,  Queen,  Knav 

e,  Ten,  7,  4,  3 

¥ 

7,  4 

♦ 

Ace,  6,  3 

♦ 

9 

Score  —  Love  all.    First  Game. 


The  Bidding 

South 

West 

North 

East 

Round  I 

3  Royals 

.  No 

No 

4  Hearts 

a 

No 

No 

4  Royals 

No 

3 

No 

5  Hearts 

5  Royals 

No 

4 

No 

Double 

No 

No 

5 

No 

(  173 ) 


4i 


Auction  Developments 


S? 


The  Play 


West 

Tr. 

(Leader) 

I 

Ace  Hearts* 

2 

Queen  Clubs 

-K 

Knave  Clubs 

4 

5  Spades 

S 

2  Hearts 

6 

5  Clubs 

7 

10  Clubs 

8 

King  Spades* 

9 

2  Diamonds 

10 

9  Hearts 

II 

7  Diamonds 

12 

lo  Diamonds 

n 

King  Diamonds 

North  and 

North 
(Dummy) 

3  Hearts 
King  Clubs* 

2  Clubs 

2  Spades 
6  Spades* 

Ace  Clubs* 
6  Clubs 

8  Spades 

Qu.  Diamonds* 

9  Spades 

4  Diamonds 

5  Diamonds 
9  Diamonds 


East 

5  Hearts 

3  Clubs 

4  Clubs 

6  Hearts 
8  Hearts 

7  Clubs 

8  Clubs 
lo  Hearts 

8  Diamonds 
Knave  Hearts 
Queen  Hearts 
Kn.  Diamonds 
King  Hearts 


South 
(Declarer) 
4  Hearts 

9  Clubs 

3  Spades* 

Ace  Spades* 
7  Hearts 

3  Diamonds 

4  Spades* 

Qu.  Spades 

6  Diamonds 
Knave  Spades* 

10  Spades* 

7  Spades* 
Ace  Diam'ds* 


South  win  1 1  tricks ;  East  and  West  z. 


COMMENT  ON  THE   PLAY 

At  Trick  3  the  Declarer  may  reasonably  as- 
sume from  West's  double  that  he  has  the  King 
of  trumps  guarded.  Viewing  the  situation  from 
that  standpoint  the  only  chance  to  make  all  the 
remaining  tricks  (except  the  one  trump)  is  to 
place  West  in  the  lead  after  South  is  out  of 
Hearts  and  after  West  has  been  forced  to  play 
all  his  Spades  and  Clubs.  A  third  round  of 
Hearts  or  a  Diamond  lead,  if  West  have  the 
King,  will  make  the  contract.  The  play  shows 
how  the  object  can  be  accomplished. 
(  174  ) 


0  The  Play  c?> 

THE    MOST    BRILLIANT    PLAY    EVER    MADE 

When  Auction  players  get  together  at  some 
place  which  makes  the  starting  of  a  rubber  im- 
possible, but  the  discussion  of  the  game  quite 
natural,  they  resemble  a  party  of  golfers  playing 
that  celebrated  nineteenth  hole:  each  is  bubbling 
over  with  anxiety  to  tell  of  some  clever  play  he 
has  recently  made. 

Such  discussions  would  prove  more  bene- 
ficial, were  Auction  devotees  willing  to  listen  to 
stories  of  the  achievements  of  others,  instead  of 
seizing  any  opportunity  to  curtail  such  narra- 
tives in  order  to  recount  how  "  my  partner  made 
a  fool  bid,  was  doubled,  and  was  in  for  400, 
when  I  saved  him  by  confidently  redoubling 
and  thus  bluffing  the  adversaries  into  a  higher 
declaration." 

Even  as  it  is,  the  conversation  occasionally 
shifts  to  instructive  subjects,  and  "  Which  was 
the  most  brilliant  play  you  ever  saw  at  the  Auc- 
tion table?  "  is  a  question  often  heard,  but  rarely 
answered. 

It  cannot  be  doubted  that  the  expert  players 

(  175  ) 


4>  Auction  'Developments  7 

of  the  country  make  many  coups  well  worthy 
of  the  attention  of  the  student,  but  unfortu- 
nately these  plays  are  generally  forgotten  with 
the  shuffling  of  the  cards  for  the  ensuing  deal. 
Some  few  are  saved  from  oblivion  by  the  writers 
for  the  Sunday  papers,  but  in  the  vast  majority 
of  cases  they  are  not  only  not  preserved  but  not 
even  noticed  by  the  others  at  the  table. 

It  is  therefore  obviously  impossible  to  accu- 
rately answer  the  question  concerning  the  most 
brilliant  play  ever  made.  To  pass  upon  the 
most  brilliant  play  ever  recorded  would  be  al- 
most as  difficult,  as  no  one  has  ever  attempted 
to  collect  these  plays  and  place  them  side  by 
side  for  comparison  ;  it  must  be  conceded,  how- 
ever, that  were  a  board  of  judges  about  to  award 
a  prize  for  the  premier  coup  in  Auction  history, 
serious  consideration  would  be  accorded  to  one 
made  by  Mr.  J.  P.  Gregg,  of  Philadelphia,  dur- 
ing an  important  game  at  the  Racquet  Club  in 
that  city  during  January,  I9i3. 

The  situation  is  reproduced  exactly  as  it  oc- 
curred, and  is  given  solely  to  show  the  play  in 
question,  not  as  an  illustration  of  sound  bidding. 
(  176  ) 


T:he  Flay 


* 


As  a  matter  of  fact  the  first  declaration  of  every 
player  might  be  the  subject  of  at  least  mild 
criticism  and  the  same  remark  is  applicable  to 
East's  final  bid,  to  South's  double,  and  to  West's 
failure  to  redouble. 

What  really  happened  follows  :  — 


4 


4 
♦ 

3.  * 

King,  Knave,  Ten 

Ace,  9,  8,  7,  4,  a 

7,6 


The  Hands 

4 

Ace,  Queen,  9,  8,  6,  4,  2 

Queen,  Knave,  5 

5,  3 


West 


North 

East 
(Mr.  Gregg) 

South 
(Dealer) 


,  Ace,  King, 
♦\  Queen,  9,  8,  7,  6,  5 

y  7 

♦      King 

4b     King,  8,  2 


Knave,  Ten 

5.  3 

10,  6,  3 

Ace,  Queen,  Knave,  Ten,  9,  4 


Score  —  Love  All.     Rubber  Game. 


South  (Dealer) 
Round  1  I  Club 

2  2  Clubs 

3  3  Clubs 

4  Pass 

5  Double 


The  Bidding 

West 
Pass 
Pass 
Pass 
Pass 
Pass 

(     177    ) 


North 

1  Heart 

2  Hearts 

3  Hearts 

4  Hearts 
Pass 


East 

1  Royal 

2  Royals 

3  Royals 

4  Royals 
Pa» 


Auction  Developments 


S? 


The  Play 


West 

North 

East 

(Dummy) 

(Declarer) 

lo  Hearts 

Queen  Hearts* 

7  Hearts 

6  Clubs 

5  Clubs 

8  Clubs 

7  Clubs 

3  Clubs 

King  Clube 

Knave  Hearts 

Ace  Hearts 

5  Spades* 

South 
(Leader) 

Trick  I  5  Hearts 

2  9  Clubs* 

3  Ace  Clubs* 

4  3  Hearts 


East,  Tricks  5  and  6,  exhausted  the  trumps ; 
then  led  the  King  of  Diamonds,  took  it  with 
Dummy's  Ace,  and  on  Dummy's  lead  of  the 
best  Heart  discarded  his  Deuce  of  Clubs,  thereby 
making  his  declaration. 


COMMENT    ON    THE    PLAY 

The  coup  really  occurred  at  Trick  2,  when 
East  plaved  the  8  of  Clubs  instead  of  the  Deuce. 
Had  he  made  the  natural  play  of  the  smaller 
card,  the  King  on  Trick  3  could  not  have 
deceived  South,  if  he  had  been  watching 
the  plav,  as  he  could  then  have  placed  the  8 
of  Clubs  in  East's  hand.  North  by  his  lead  of 
the  5,  Trick  2,  announced  that  to  be  his  highest 
Club. 

With  the  plav  as  it  was.  South  knew,  at 
'      (   178  ) 


0  lihe  Play  ^ 

Trick  4,  that  North,  with  the  5,  3,  1  of  Clubs, 
must  play  them  down;  it  was  therefore  quite 
likely  that  the  Deuce  still  remained  in  his 
hand. 

South,  when  deciding  on  the  lead  at  Trick  4, 
could  be  reasonably  sure,  from  East's  unassisted 
bid  of  four  Royals  with  little  strength  on  the 
side,  that  East  must  have  at  least  eight  trumps, 
and  therefore  not  more  than  two  other  cards. 
They  might  be  two  Diamonds,  or  one  Diamond 
and  either  a  Heart  or  the  Deuce  of  Clubs.  The 
Club  lead,  if  East  be  without  a  Club,  is  fatal,  and 
so  is  the  Heart  lead  if  East  be  without  a  Heart. 
Between  these  two  the  chances  seem  to  favor 
the  Heart  (East's  deception  being  almost  im- 
possible to  suspect),  and  in  addition  it  holds 
out  the  very  faint  hope  of  another  trick  to  be 
made  by  a  Heart  ruff. 

Of  course  it  may  be  argued  that  South 
could  have  solved  the  problem  by  leading  a 
Diamond.  That  is  possibly  true,  but  at  that 
time  his  attention  was  naturally  devoted  to  mak- 
ing, before  East  could  get  in,  the  four  tricks 
necessary  to  defeat  the  contract.  That  he  should 
(  179  ) 


<^  Auction  Developments  S? 

be  duped  by  East's  strategy  and  overlook  the 
Diamond  lead  was  distinctly  human.  Further- 
more, he  may  have  been  deterred  from  it  by 
the  knowledge  that  it  would  prove  expensive 
if  East  should  be  able  to  discard. 

It  is  not,  however,  for  the  purpose  of  discuss- 
ing South's  play  that  we  examine  the  situation. 
Concede  if  we  must  that  he  overlooked  a  possi- 
bility, still  it  was  due  to  East's  tactics  that  he 
went  astray. 

The  foresight  of  East  is  well  worthy  of  con- 
sideration and  commendation.  Before  playing  to 
Trick  2,  he  saw  he  was  beaten  if  South  won  that 
trick,  led  the  Ace  of  Clubs,  and  then  another 
Club  for  North  to  trump.  He  realized  that  he 
could  only  be  saved  by  another  lead  of  Hearts, 
and  he  paved  his  way  for  the  development  of 
his  plans  should  South  continue  with  Clubs  as 
he  did.  Trick  3. 

Such  plays  may  easily  be  figured  out  when  the 
hands  are  all  spread,  and  after  due  deliberation 
they  may  readily  be  pronounced  the  only  cor- 
rect thing  to  do  under  the  circumstances ;  but 
during  the   actual   play   it   takes   real   Auction 

(  180  ) 


0  The  Play  <?> 

genius  to  foresee  such  a  situation,  and  without 
undue  hesitation  to  prepare  for  it.  Only  the 
brilliant  player  can  carry  such  a  scheme  to  a 
successful  conclusion. 


PART    IV 


PART    IV 

SPADE    BIDS 

A    SYSTEM    WHICH    USES    THE    SPADE    SUIT    IN 
THE     DECLARATION 

When  the  Auction  count  now  in  universal  use 
was  first  suggested,  the  idea  of  virtually  creating 
a  new  suit,  Royal  Spades  valued  at  9,  and  yet 
retaining  the  old-fashioned  Spade  with  its  former 
value  of  2,  was  adopted  mainly  because  it  was 
essential  that  there  be  some  suit  for  the  orig- 
inal Declarer  to  use  as  a  defensive  bid  and  de- 
sirable that  the  Spade  be  made  a  competitor 
with  the  other  suits  in  high  declarations.  While 
at  that  time  all  the  possibilities  of  Spade  bid- 
ding were  not  realized,  keen  players  appreci- 
ated that  the  call  of  two  Spades,  which  had 
been  most  serviceable  under  the  old  count  as 
a  No-Trump  invitation,  could  and  would  be 
utilized  with  far  greater  effect  under  the  new. 

It  is  an  undoubted  fact  that  from  the  mo- 
(  185  ) 


(^  Auction  Developments  S? 

ment  the  then  new  count  made  Royal  Spades 
the  most  valuable  trump,  the  two  Spade  bid  was 
generally  recognized  as  a  conventional  declar- 
ation, and  became  of  much  greater  import- 
ance, it  being  a  double  invitation,  i.e.,  either 
No  Trumps  or  Royals.  One  by  one  other  Spade 
bids  to  give  general  information  were  suggested 
and  used  in  different  parts  of  the  country. 
As  a  notable  example  of  this,  books  by  Mrs. 
Grace  G.  C.  Montgomery  and  Mr.  J.  B.  El- 
well  advocated  the  use  of  Spades  as  a  No  Trump 
invitation  over  an  adverse  suit  declaration, 
and  the  call  of  three  Spades  to  show  long  weak 
Spades,  suggested  by  "Auction  of  To-Day," 
met  with  general  favor. 

It  was  only  natural  that  the  success  and  popu- 
larity of  these  declarations  should  produce 
others,  and  many  absurd  ideas  were  advanced 
during  this  period  which  might  properly  be 
called  the  evolutions  of  the  Spade  declaration. 

One  of  the  most  remarkable  of  the  theories 

proposed  was  that  five  Spades  should  show  two 

red  Aces  ;  it  was  received   with  favor  in  some 

quarters,   its   advocates   failing  to   analyze  the 

(  i86  ) 


0  spade  Bids  ♦ 

situation  sufficiently  to  realize  that  even  if  no 
more  valuable  use  could  be  found  for  a  certain 
declaration  than  the  announcement  that  the 
declarer  held  two  specified  Aces,  it  would  obvi- 
ously be  more  important  to  show  the  Ace  of 
Spades  and  Ace  of  Hearts  than  the  two  reds. 
Evidently  the  originator  of  this  bid  conceived 
the  idea  when  Hearts  and  Diamonds  were  the 
most  valuable  suits  and  before  the  introduction 
of  Royal  Spades  relegated  Diamonds  to  a  minor 
classification. 

The  acceptance  in  certain  places  of  this  dec- 
laration and  of  a  few  others  of  the  same  charac- 
ter made  it  evident  that,  in  order  to  avoid  the 
introduction  and  partial  adoption  of  unsound 
bids,  and  the  consequent  confusion  which  must 
ensue  when  these  bids  were  gradually  superseded 
by  something  more  satisfactory,  it  would  be 
advisable  to  suggest  a  complete  code  of  Spade 
bids  which  would  cover  every  declaration  and, 
if  possible,  permanently  determine  the  question. 

A  number  of  expert  Auction  players  living  in 
different  sections  of  the  country,  became  deeply 
interested  in  the  subject  and  rendered  invalu- 
(  187  ) 


(^  Auction  Developments  S? 

able  aid  to  the  author  of  this  book  in  formu- 
lating a  complete  system  of  Spade  declarations, 
every  one  of  which  furnishes  the  partner  with 
what  is  believed  to  be  the  most  valuable  infor- 
mation which  can  be  produced  for  his  guidance 
both  in  the  declaration  and  the  play. 

These  bids  were  first  suggested  in  print  in  an 
appendix  to  the  Fifth  Edition  of  "Auction  of 
To-Day,"  and  shortly  thereafter  in  a  slightly 
revised  and  improved  form  in  a  series  of  news- 
paper articles  which  appeared  in  the  Philadel- 
phia "  Press." 

It  was  unquestionably  most  unfortunate  that 
it  became  necessary  to  introduce  all  these  new 
declarations  at  the  same  time.  Had  they  ap- 
peared singly,  the  merits  of  each  would  have 
been  easily  recognized,  and  even  the  mediocre 
player  could,  without  difficulty^  have  mastered 
them  one  after  the  other. 

As  it  was,  however,  the  simultaneous  intro- 
duction of  so  many  novel  declarations  proved 
most  confusing,  even  for  players  of  far  more  than 
average  ability.  Such  a  mass  of  new  ideas  seemed 
extremely  difficult  if  not  impossible  to  grasp, 

(   i88  ) 


0  spade  Bids  <f^ 

and  as  they  were  not  placed  before  the  auction- 
playing  public  in  a  way  which  properly  explained 
either  their  simplicity  or  their  importance,  they 
failed  in  some  cases  to  make  a  favorable  im- 
pression. It  became  popular  to  create  objec- 
tions to  the  new  bids  on  various  grounds,  but 
on  one  point  the  objectors  with  great  unanim- 
ity have  been  eminently  fair;  they  have  conceded 
that  the  system  as  suggested  gives  all  the  in- 
formation and  the  best  information  possible  ; 
that  if  any  system  of  Spade  bids  should  be 
adopted,  the  one  proposed  cannot  be  improved 
upon ;  and  that  if  properly  used  it  is  sure  to 
win  many  points  for  those  who  employ  it. 

The  objections  to  it  are  based  on  various 
grounds,  in  the  main,  ethical.  Practically  all 
these  objections  have  emanated  from  those  who 
have  not  used  the  bids  themselves  and  who  are 
therefore  merely  theoretical  critics.  Skilled  play- 
ers who  have  given  the  system  the  test  of  prac- 
tical experience  are  enthusiastic,  not  only  regard- 
ing its  winning  qualities,  but  also  because  it  adds 
materially  to  the  attraction  of  Auction. 

The  mere  fact  that  these  bids  are  winners, 

(   189  ) 


4^  Auction  Developments  7 

sure  to  produce  victories  for  expert  duplicate 
players,  to  increase  the  plus  scores  of  those  who 
play  the  regular  game,  and  to  add  to  the  pleas- 
ure of  their  users,  does  not,  however,  justify 
either  their  introduction  or  employment,  if  seri- 
ous ethical  or  other  reasons  exist  which  prove 
that  they  will  injure  the  game  of  Auction. 

As  the  matter  stands  at  this  writing,  the 
Spade  bids  are  conventional  in  some  places, 
almost  unknown  in  others.  This  condition  is 
unfortunate;  if  these  bids  further  the  sound  and 
scientific  development  of  Auction,  they  should 
be  more  generally  adopted;  if  they  do  not,  they 
should  be  abandoned  by  all. 

In  order  to  determine  this  question  in  a  fair- 
minded  and  dispassionate  manner,  the  objec- 
tions must  be  thoroughly  analyzed.  They  may 
be  stated  as  follows  :  — 

OBJECTIONS    TO    THE    SPADE    BIDS 

I.  It  is  contrarv  to  the  ethics  of  Auction  to 
make  any  declaration  that  the  Declarer  is 
unwilling  to  play,  that  the  partner  is  ob- 
liged to  overbid,  or  that  is  of  such  a  character 

(   190  ) 


0  spade  Bids  c^b 

that  its  meaning  would  not  be  clear  without 
a  previous  understanding. 

2.  Bidding  Spades  merely  for  informatory  pur- 
poses, is  much  like  bidding  "beans"  or 
"  buttons " ;  if  the  suggested  system  be 
proper,  there  is  no  reason  that  a  player 
should  not  call  "  three  beans  "  to  show  three 
Aces,  or  give  four  raps  on  the  table  to  indi- 
cate a  holding  in  which  four  cards  is  the 
longest  suit.  By  a  complete  system  of  such 
signals  every  card  can  be  disclosed  and  the 
game  made  merely  a  matter  of  memorizing 
the  most  symbols. 

3.  The  whole  system  resembles  too  closely 
a  private  convention  and  is  therefore  un- 
fair. 

4.  These  declarations  injure  the  game  by  giv- 
ing too  much  information. 

5.  Whist  was  killed  by  a  multiplicity  of  con- 
ventions, and  the  Spade  bids  will  be  fol- 
lowed by  others  until  the  average  player 
will  abandon  Auction  rather  than  attempt 
to  keep  pace  with  its  too  elaborate  develop- 
ment. 

(  191  ) 


♦  Auction  Developments  V 

6.  These  bids  make  the  declaration  too  easy 
and  thereby  detract  from  the  reward  of  the 
skilled  declarer. 

7.  The  Spade  calls  are  tools  for  expert  use  only 
and  therefore  unjustly  handicap  the  moder- 
ate player. 

8.  The  proposed  declarations  are  too  compli- 
cated for  any  one  to  remember  and  make 
it  necessary  for  their  users  to  consult  tables 
during  the  play. 

This  seems  to  be  rather  a  severe  indictment, 
and  unless  it  can  be  thoroughly  and  satisfac- 
torily answered,  the  Spade  bids,  no  matter  how 
valuable  they  may  be,  should  be  abandoned 
with  the  utmost  celerity  by  every  lover  of  the 
game. 

It  is  believed  that  all  the  objections  of  any 
real  weight  are  included  in  the  above  list  and 
that  they  have  been  stated  as  forcefully  as  their 
supporters  would  desire.  The  question,  there- 
fore, arises  —  Can  they  be  satisfactorily  an- 
swered ? 

(   192  ) 


0  spade  Bids  <!i> 

ANSWERS    TO    THE    OBJECTIONS 

Objection  i.  It  is  contrary  to  the  ethics  of  Auction 
to  make  any  declaration  that  the  De- 
clarer is  unwilling  to  play,  that  the 
partner  is  obliged  to  overbid,  or  that  is 
of  such  a  character  that  its  meaning 
would  not  be  clear  without  a  previous 
understanding. 

Such  a  statement  reads  well,  but  is  it  sound 
and  borne  out  by  the  history  of  the  game  ? 

When  Auction  superseded  Bridge  at  the 
English  and  Continental  clubs,  the  very  first 
doctrine  announced  by  the  English  writers  was 
that  the  Dealer  should  always  bid  one  Spade; 
he  was  directed  to  do  this  with  any  character  of 
holding;  his  hand  might  be  strong,  moderate, 
or  weak,  the  declaration  remained  the  same. 
From  this  bid  the  Dealer  had  to  be  taken  out, 
and  the  Third  Hand  if  weak  was  obliged  to  bid 
two  Spades  in  order  to  accomplish  the  purpose. 
That  call  of  two  Spades  the  Dealer  in  turn  was 
directed  to  overbid,  supposing,  of  course,  that 
the  adversaries  observed  the  then  conventional 
tactics  and  passed.  No  one  ever  suggested  that 
(  193  ) 


(^  Auction  Develop7nents  7 

these  bids  (which  the  makers  were  not  willing 
to  play,  the  meaning  of  which  was  not  self- 
apparent,  and  which  had  to  be  taken  out)  were 
contrary  to  the  ethics  of  Auction. 

If  any  players  to-day  should  be  so  foolish  as 
to  elect  to  play  under  the  antiquated  system, 
would  their  opponents  object?  Certainly  not. 
They  would  hail  with  delight  the  adoption  of 
such  tactics  and  seek  the  privilege  of  playing 
"  set  matches  "  against  adversaries  of  that  cali- 
ber. Yet  the  old  bids  are  of  the  same  character 
as  those  pronounced  contrary  to  ethics  by  the  ob- 
jection we  are  considering.  So,  too,  is  the  now 
abandoned,  but  somewhat  more  modern,  initial 
bid  of  one  Club  to  show  strength  as  compared 
with  one  Spade  to  show  weakness.  The  maker 
of  that  bid  did  not  wish  to  play  it,  it  did  not 
carry  its  meaning  on  its  face,  and  it  had  to  be 
taken  out  by  the  Third  Hand. 

What  is  the  logical  difference  ?  Only  one  can 
be  noted:  the  bids  above  enumerated  proved 
to  be  losers;  the  system  under  consideration  is 
a  big  winner. 

Let  us,  however,  bring  the  comparison  down 

(  194  ) 


0  spade  Bids  ^ 

to  more  modern  times.  When  the  play  under 
the  old  count  had  reached  its  highest  develop- 
ment, it  was  conceded  by  all  to  be  sound  bid- 
ding to  call  one  Club  with  a  hand  containing 
but  two  Clubs,  the  Ace  and  King,  and  some 
other  strength,  yet  the  bidder  did  not  desire  to 
play  his  declaration.  Without  a  previous  under- 
standing, his  meaning  would  not  have  been 
grasped,  even  by  an  expert  Bridge  player  who 
was  learning  Auction,  and  the  partner  was  re- 
quired to  come  to  the  rescue.  Nobody  con- 
tended that  this  offended,  and  even  under  the 
present  count  some  still  bid  a  Club  or  Diamond 
with  a  short  high  suit.  Is  it  only  because  this 
may  prove  disastrous  that  it  is  ethical  ? 

No  one  of  the  violent  opponents  of  the  pro- 
posed system  of  Spade  bids  has  yet  objected  to 
the  universal  use  of  two  Spades  as  a  No  Trump 
invitation,  or  to  a  double  of  one  Spade  by  the 
Second  Hand,  —  which  is  made  for  the  same 
purpose,  —  or  to  the  Montgomery  and  Elwell 
high  Spade  bid  which  shows  a  No  Trump  with- 
out the  adverse  suit  stopped.  How  is  it  consist- 
ent to  accept  all  these  declarations  as  perfectly 
(  195  ) 


4>  Auction  Developments  7 

proper"  and  yet  attempt  to  bar  others  of  exactly 
the  same  type  on  the  ground  that  they  offend 
against  the  ethics  of  Auction  ?  Precedent  is  the 
most  potent  factor  in  determining  the  ethics  of 
a  game,  and,  as  has  been  shown,  it  is  all  one 
way. 

A  writer  who  finds  these  bids  too  difficult  to 
learn,  too  cumbersome  to  teach,  or  impossible 
to  assimilate  with  some  previously  announced 
theory,  may  think  that  by  the  use  of  a  few  dis- 
agreeable words  the  argument  can  be  ended. 
The  Auction-playing  public  is,  however,  too 
discerning;  it  is  anxious  to  improve  its  game  in 
every  possible  way,  it  is  keen  to  win,  and  it 
wants  these  bids  unless  there  be  some  valid  ob- 
jection to  them. 

The  ethical  objection  must  obviously  be 
abandoned,  if,  as  it  has  been  shown,  similar 
bids  have  been  universally  used  for  years,  and 
if,  as  is  unquestionably  the  case,  these  very  bids 
are  now  being  employed  by  many  of  the  most 
conscientious,  conservative,  and  able  players  in 
the  country. 

(  196  ) 


0  spade  Bids  ^ 

Objection  2.  Bidding  Spades  merely  for  informatory 
purposes  is  much  like  bidding  "beans" 
or  "buttons";  if  the  suggested  system 
be  proper,  there  is  no  reason  that  a 
player  should  not  call  "  three  beans  "  to 
show  three  Aces,  or  give  four  raps  on 
the  table  to  indicate  a  holding  in  which 
four  cards  is  the  longest  suit.  By  a  com- 
plete system  of  such  signals,  every  card 
can  be  disclosed  and  the  game  made 
merely  a  matter  of  memorizing  the  most 
symbols. 

This  objection  seems,  in  some  inexplicable  man- 
ner, to  appeal  to  many  who  should  at  once  find 
the  obvious  and  convincing  answer  tor  so  absurd 
a  contention.  There  are  exactly  forty-two  Auc- 
tion declarations,  ranging  in  value  from  i  to  70, 
six  of  these  (the  bids  of  seven  No  Trumps, 
Royals,  Hearts,  Diamonds,  and  Clubs,  and  of 
six  No  Trumps)  are  for  obvious  reasons  rarely 
used  ;  so  even  when  the  Spade  suit  is  called  into 
play,  the  total  number  of  declarations  is  prac- 
tically thirty-six.  When  a  player  remembers 
that  he  may  receive  any  one  of  635,013,559,600 
different  hands,  he  is  not  apt  to  consider  thirty- 
six  diflferent  declarations  superfluous. 
(   197  ) 


4^  Auction  Developments  '^ 

Of  course,  the  talk  about  bids  of  "beans," 
"  table  raps,"  etc.,  is  nonsense  pure  and  simple. 
Nothing  of  the  sort  ever  has  been  or  ever  will 
be  advocated  or  permitted.  A  player  who  fol- 
lows a  system  which  provides  that  an  initial  bid 
of  two  No  Trumps  shows  a  solid  Club  or  Dia- 
mond suit  is  not  the  disciple  of  a  plan  which 
is  apt  to  lead  up  to  the  introduction  of  bids  of 
"beans"  or  "table  raps,"  yet  the  meaning  of 
such  a  call  is  just  as  arbitrary  as  any  ever  pro- 
posed for  a  Spade  declaration. 

As  soon  as  the  bidding  gets  as  high  as  two 
Hearts, all  Spade  calls  are  of  necessity  shut  out; 
but  why  rob  the  Auction  language  of  those  six 
calls,  often  of  inestimable  value  in  the  early 
declaration  ?  The  Spade  bids  enable  the  player 
to  make  the  best  use  of  the  limited  number 
of  words  the  laws  allow;  they  enable  him  to 
employ  the  entire  vocabulary  of  his  Auction 
language.  With  only  thirty  or  forty  bids,  it  is 
obviously  impossible  to  give  so  much  informa- 
tion that  the  game  becomes  one  of  symbols,  it 
is  therefore  unnecessarv  to  consider  that  por- 
tion of  the  objection. 

(   198  ) 


0  spade  Bids  * 

Objection  3.  The  whole  system  resembles  too  closely 
a  private  convention  and  is  therefore 
unfair. 

It  cannot  be  questioned  that  the  Spade  bids 
are  accorded  a  meaning  by  a  prior  understanding 
(so  also  are  the  original  bids  of  one  Spade,  two 
Clubs,  three  Hearts,  etc.) ;  but  that  there  is  any- 
thing private  about  this  convention  is  absolutely 
untrue.  A  private  convention  is  a  secret  under- 
standing used  by  partners  without  the  knowl- 
edge of  their  adversaries ;  the  Spade  bids  were 
no  sooner  created  than  they  were  heralded 
broadcast,  and  no  Auction  topic  has  been  more 
thoroughly  discussed  in  print.  There  is  no- 
thing private,  underhand,  or  objectionable  in 
the  adoption  of  any  lawful  system,  provided 
it  be  made  public  and  the  user  be  willing  to 
explain  it. 

A  player  cannot  employ  the  Spade  bids  se- 
cretly, and  as  long  as  he  accords  to  them  the 
conventional  meaning,  whatever  else  he  may  be 
doing  he  is  certainly  not  taking  advantage  of 
his  opponents  by  the  use  of  a  private  code. 

(   199  ) 


4>  Auction  Development's,  S? 

Objection  4.   These  declarations  injure  the  game  by 
giving  too  much  information. 

Ever  since  the  introduction  of  Auction,  many 
scientific  players  have  been  trying  to  conceive 
some  system  that  would  meet  a  number  of  diffi- 
culties of  declaration.  For  example,  it  has  always 
been  recognized  as  most  important  to  distin- 
guish, if  possible,  between  a  weak  and  strong 
take-out  of  a  No  Trump  called  by  the  partner.. 
Various  schemes  have  been  suggested  but  no- 
thing thoroughly  solved  the  problem  until  the 
new  bids  came  to  hand. 

This  is  merely  one  of  a  number  of  mooted 
questions  answered  by  the  bids  under  considera- 
tion ;  yet  a  few  of  the  very  players  who  were 
anxious  that  the  partner  should  be  relieved  from 
embarrassment  under  these  conditions,  now  that 
such  apian  has  been  found,  think  the  informa- 
tion should  not  be  given,  merely  because  the 
way  is  strange  and  unexpected. 

It  has  been  the  history  of  all  games  of  the 
Whist  family  that  the   more   information   one 
partner  can   give   to  another,  the  more  scien- 
tific and  successful  the  play  becomes.    It  has 
(  200  ) 


0  spade  Bids  <?> 

also  been  found  that  the  ability  accurately 
to  impart  information  immeasurably  increases 
the  pleasure  of  both  the  sender  and  the  re- 
ceiver. 

While  the  Spade  bids  greatly  enhance  the 
amount  of  information  that  may  be  communi- 
cated, all  that  even  now  can  be  announced  is 
but  a  small  percentage  of  the  whole,  and  there 
still  remains  sufficient  doubt  to  allow  ample 
scope  for  the  drawing  of  scientific  inferences. 

Players  who  have  used  these  bids  unani- 
mously agree  with  the  above  statement ;  those 
who  have  not  tried  them  are  hardly  in  a  posi- 
tion to  express  an  intelligent  opinion  upon  this 
objection. 

Objection  5.  Whist  was  killed  by  a  multiplicity  of 
conventions,  and  the  Spade  bids  will  be 
followed  by  others  until  the  average 
player  will  abandon  Auction,  rather  than 
attempt  to  keep  pace  with  its  too  elabo- 
rate development. 

Serious  issue  must  be  taken  with  the  state- 
ment of  fact  of  that  part  of  this  objection  which 
refers  to  the  history  of  Whist.  Whist  has  not 
(  201  ) 


(i>  Auction  Developments  S? 

been  killed.  In  some  sections  of  the  country 
and  in  most  of  the  large  clubs  in  the  East,  it 
has  been  more  or  less  generally  abandoned,  but 
in  many  parts  of  the  West  and  South  it  still 
flourishes  and  it  is  Whist  of  the  informatory 
school  that  has  survived.  In  the  localities  where 
Whist  has  disappeared  or  lost  a  large  percent- 
age of  its  following,  it  gave  way  only  because 
Bridge  contained  certain  elements  which  ap- 
pealed more  strongly  to  the  players  who  took 
it  up. 

Bridge  certainly  was  not  killed  by  excessive 
conventionalism,  and  yet  it  has  been  most  ef- 
fectually extinguished  by  Auction,  the  reason  for 
the  change  being  exactly  the  same  that  caused 
the  transformation  from  Whist  to  Bridge. 

The  accuracy  of  that  part  of  this  objection 
which  is  a  prediction  must  also  be  questioned. 
Every  call  has  now  been  given  a  meaning,  so  it 
is  impossible  that  the  Spade  bids  should  be  fol- 
lowed by  others  of  a  similar  character.  Quite  a 
considerable  percentage  of  the  expert  Auction 
players  of  the  country  have  already  mastered 
these  bids  and  announce  in  no  uncertain  terms 

(    202   ) 


0  spade  Bids  ^ 

that  they  improve  the  game.  The  use  of  these 
bids  is  not  compulsory,  and  consequently  it  is 
not  possible  that  they  will  drive  a  single  player 
away  from  the  Auction  table;  —  on  the  con- 
trary, the  new  and  attractive  feature  which  they 
add  to  the  declaration  is  bound  to  win  back 
some  whose  interests  may  have  begun  to  wane, 
just  as  the  introduction  of  the  present  count 
greatly  increased  the  amount  of  Auction  played. 

Objection  6.  These  bids  make  the  declaration  too 
easy,  and  thereby  detract  from  the  re- 
ward of  the  skilled  player. 

Any  one  who  has  ever  used  the  Spade  bids 
will  at  once  realize  that  this  objection  emanates 
from  those  who  have  never  experimented  with 
them. 

True  it  is  that  when  the  system  was  first 
mapped  out,  its  formulators  believed  that  they 
were  conferring  a  boon  upon  the  moderate 
player  at  the  possible  expense  of  the  expert. 
Experience,  however,  has  proved  the  utter  fal- 
lacy of  this  theory. 

The  Spade  bids  convey  an  amazing  amount 
of  information  and  furnish  a  systerh  of  danger 
(  203  ) 


<^  Auction  Developments  ^ 

signals  which  warn  the  partner  against  pitfalls 
concerning  which  he  must  otherwise  be  unaware. 
Determining  when  to  use  them  (and  in  some 
hands,  which  one  should  be  selected)  is  of  ab- 
sorbing interest  and  often  demands  the  keenest 
judgment  of  the  skilled  declarer. 

If  it  were  possible  to  divide  the  Auction- 
players  of  the  country  into  five  classes, —  (i) 
very  poor;  (2)  poor;  (3)  moderate  or  average; 
(4)  good ;  and  (5)  expert,  —  it  would  unques- 
tionably be  found  that  the  use  of  the  Spade 
bids  would  affect  these  classes  very  differently. 

To  the  very  poor  player  they  are  apt  to  prove 
a  boomerang,  as  players  of  that  caliber  become 
easily  confused  regarding  the  respective  mean- 
ings of  the  bids  and  frequently  give  information 
which  is  the  opposite  of  that  intended. 

The  poor  player,  while  he  may  master  the 
meanings,  is  unable  to  grasp  the  theory,  and 
therefore  cannot  tell  when  to  employ  these  val- 
uable tools.  At  times  he  is  right  and  reaps  his 
reward,  but  more  often  he  is  wrong ;  so,  on  the 
whole,  he  finds  that  he  is  a  little  worse  off  than 
if  he  had  never  tried  the  new  system. 
(  204  ) 


0  spade  Bids  <^ 

The  average  player  does  not  often  suffer  from 
miscalling  or  misunderstanding  the  Spade  bids, 
but  occasionally  loses  by  using  them  when  the 
situation  does  not  justify  their  employment.  On 
the  whole,  however,  they  are  of  value  to  him 
and  increase  his  winnings. 

The  good  player,  who  rarely  if  ever  goes 
wrong  in  his  selection  of  a  bid,  finds  that  the 
Spade  calls  net  him  a  large  return  ;  and  the  ex- 
pert, who  is  able  to  bring  even  a  greater  meas- 
ure of  skill  into  the  declaration,  obtains  still 
more  gratifying  results  from  their  use. 

If  duplicate  matches  could  be  arranged  be- 
tween teams  representing  the  different  classes 
of  players,  it  would  doubtless  be  found  that  in 
practically  every  test  the  more  skillful  team 
would  win  by  a  larger  margin  when  the  two 
teams  used  the  Spade  bids  than  when  they  did 
not.  Suppose  that,  before  these  bids  were  intro- 
duced, two  teams,  one  composed  of  experts,  the 
other  of  players  of  more  moderate  ability,  had 
engaged  in  a  series  of  duplicate  matches,  and 
that  the  former  had  won  by  an  average  of,  say, 
3000  points  per  match;  these  same  teams,  bid- 
(  205  ) 


Auctkn  T)e--^'<e1ofments 


dins  Spades,  would  both  be  better  equipped, 
bur  :he  greater  percentage  of  gain  would  be  with 
the  be:ter  team  ;  and  should  they  play  under  the 
ne^  coaditions,  the  size  of  the  victory  would 
almost  certainly  be  increased  by  an  appreciable 
percentage. 

Obiectioa  7.  The  Spade  calls  are  took  for  expert 
use  onlv,  and  diercfore  unjusdy  handicap 
the  moderate  plaTer. 

The  Auction  player  of  moderate  ability  who 
is  unable  or  unwilling  to  learn  the  Spade  bids 
is  not  obliged  to  use  them,  and  therefore  is  not 
handicapped  by  their  existence.  There  is  no 
more  reason  that  the  legitimate  vocabulary  of 
Auction  should  be  curtailed  to  meet  his  de- 
mands than  that  the  English  language  should 
be  decimated  because  many  cannot  or  will  not 
avail  themselves  of  its  opportunities. 

Objection  8,  The  proposed  declarations  arc  too  com- 
plicated for  anv  one  to  remember,  and 
make  it  necessary  for  their  users  to  con- 
sult tables  during  the  play. 

That  the  first  portion  of  this  objection  is 
founded  upon  incorrect  premises  is  proved  by 

(  2c6  ) 


0  spade  Bids  «5> 

the  hundreds  of  players  who  to-day  are  as  fa- 
miliar with  the  Spade  bids  as  they  are  with  their 
A  B  C's. 

It  is  conceded  that  tables  have  been  used  in 
some  places  and  that  the  practice  is  subject  to 
objection,  but  it  should  not  continue.  These 
bids,  when  new  and  presented  in  a  mass  without 
anv  explanation  of  the  theory  upon  which  they 
are  constructed,  may  have  seemed  difficult,  but 
the  few  minutes  required  for  the  careful  reading 
of  the  following  pages  should  greatly  simplify 
them.  If  after  such  reading,  the  player  still  need 
a  table,  the  only  explanation  is  that  he  is  not 
sufficiently  advanced  in  Auction  skill  to  be  able 
to  avail  himself  of  these  calls. 

It  must  always  be  remembered  that  these 
bids  are  recommended  only  for  those  of  average 
or  more  than  average  ability ;  until  a  player 
attain  that  grade,  he  had  better  not  tamper  with 
them  ;  especiallv  should  he  avoid  the  secondary 
high  Spades.  The  beginner  or  weak  player  has 
more  important  considerations  that  demand  his 
immediate  attention. 

(    20-    ) 


Auction  Developments  S? 


CONCLUSIONS     REACHED    FROM    OBJECTIONS    AND 

ANSWERS 

If  these  answers  to  the  ethical  and  other 
objections  to  the  Spade  bids  be  deemed  sufficient, 
it  is  only  necessary  to  demonstrate  that  these 
bids  can  be  easily  learned,  and  that  they  are  of 
substantial  value  to  good  players,  to  justify  the 
demand  that  they  become  a  recognized  part  of 
conventional  Auction  and  be  included  in  the 
equipment  of  every  player  who  claims  to  under- 
stand the  fine  points  of  the  game. 

Before  taking  up  the  respective  meanings  of 
the  various  Spade  bids,  there  are  three  points 
that  the  player  unfamiliar  with  the  subject 
should  impress  upon  his  mind  :  — 

I.  These  bids  indicate  strength  in  one  or 
more  of  the  three  major  or  game-going  decla- 
rations; viz..  No  Trumps,  Royals,  and  Hearts  ; 
they  never  give  any  specific  information  as  to 
strength  in  the  two  minor  suits,  viz.,  Diamonds 
and  Clubs. 

1.  All  Spade  bids  (except  the  defensive  bid 
of  one)  must  be  taken  out  by  the  partner,  even 
(  208  )  ' 


0  spade  Bids  cj? 

if  he  have  a  trickless  hand.  As  every  Spade  bid 
indicates  strength  in  some  specified  suit  or  suits, 
it  is  obviously  absurd  to  allow  the  bidder  to 
play  a  contract  requiring  eight  or  more  tricks 
worth  two  points  each,  when  it  can  be  changed 
to  a  smaller  contract  worth  much  more  per  trick. 
To  take  the  simplest  example,  the  partner  of  a 
Dealer  who  has  bid  two  Spades  has  a  "  bust  "  ; 
he  should  nevertheless  bid  one  Royal,  as  that 
reduces  the  amount  of  the  contract  one  trick, 
thus  deducting  fifty  from  the  loss  should  the 
declaration  fail,  and  as  that  bid  increases  the 
value  of  the  trick  from  two  to  nine,  a  most 
material  advantage,  should  the  declaration  suc- 
ceed. 

3.  As  the  declarer  must  be  taken  out  of  every 
bid  of  two  or  more  Spades,  such  action,  when 
the  take-out  is  a  suit  in  which  the  bid  shows 
strength,  does  not  indicate  that  the  partner  has 
any  strength  in  such  declaration  unless  he  bid 
more  than  the  minimum  amount.  For  example, 
the  take-out  of  two  Spades  with  one  Royal  does 
not  show  strength,  but  a  two  Royal  call  under 
such  conditions  would  do  so. 
(  209  ) 


♦  Auction  Developments  V 


THE    MEANING    OF    THE    SPADE    BIDS 

For  the  purpose  of  simplification,  the  Spade 
family  may  be  divided  into  two  classes:  (i)  Low 
Spades,  including  the  bids  of  one,  two,  three, 
and  four,  each  of  which  has  a  single,  simple, and 
definite  meaning;  (2)  High  Spades,  including 
the  bids  of  five,  six,  and  seven,  with  somewhat 
more  complicated  meanings. 

Low  Spades  may  be  learned  by  any  one  in  a 
very  few  minutes,  as  they  could  not  be  more 
simple;  briefly  stated  they  are:  — 

BiiJ  Meaning 

One  Spade  No  other  declaration. 

Two  Spades  Powerful  Spades,  but  not  enough 

to  bid  a  Royal. 
Three  Spades  I-ong  weak  Hearts  with  some  side 

strength. 
Four  Spades  Long  weak  Spades  with  some  side 

strength. 

It  will  be  seen  that  the  old  calls  of  one  and 
two  Spades  remain  absolutely  unaltered,  while 
three  '   and  four  now  show  long  weak  Hearts 

'  This  bid  was  originally  used  for  long  weak  Spades,  but 
when  it  was  determined  that  long  weak  Hearts  should  also  be 
(    210    ) 


0  spade  Bids  <f^ 

and  Royals  respectively.  Confusion  between 
these  two  may  be  avoided  by  remembering  that 
both  these  bids  must  be  taken  out  by  the  part- 
ner, and  that  when  he  is  weak,  he  does  not  wish 
to  declare  higher  than  one  (low  Spades  always 
permit  a  take-out  by  a  bid  of  one) ;  therefore, 
three  Spades  must  show  Hearts  and  four  Spades 
Royals,  as  one  Heart,  value  8,  overbids  three 
Spades,  value  6,  and  one  Royal,  value  9,  over- 
bids four  Spades,  value  8.  Four  Spades,  value 
8,  could  not,  however,  be  taken  out  by  one 
Heart,  as  it  is  a  contract  of  the  same  value  re- 
quiring fewer  tricks. 

Any  one  in  doubt  as  to  the  meaning  of  three 
and  four  Spades  can,  by  remembering  the  above, 
fix  them  in  his  mind  so  that  he  will  never  be 
troubled  again. 

THE    HIGH    SPADE    MEANINGS 

The  high  Spade  meanings  are  slightly  more 
complicated,  as  they  are  used  both  as  original 

shown,  it  was  changed  to  mean  in  Hearts  just  what  it  pre- 
viously did  in  Spades  and  the  long  weak  Spade  bid  was  advanced 
to  four. 

(    211    ) 


<^  Auction  Developments  7 

and  secondary  bids;  the  latter  sometimes  having 
a  different  significance.  The  novice  in  Spade 
bids  should  first  master  the  original  which  are 
comparatively  easy. 

To  do  this  he  should  again  notice  that 
Spade  bids  show  only  the  three  major  suits,  No 
Trumps,  value  lo  ;  Royals,  value  9;  and  Hearts, 
value  8  ;  that  the  three  high  Spade  bids  when  used 
originally  all  show  a  hand  which  contains  two 
major  bids  between  which  the  declarer  is  in 
doubt. 

Having  reached  this  point,  the  lesson  is  prac- 
tically learned,  as  it  is  only  necessary  in  addition 
to  bear  in  mind  that  the  highest  bid  shows  the 
highest  value,  and  so  on  down  in  order,  viz:  — 

Total 
"Value 

7  Spades  (the  highest  possible  bid) 

shows  a  combination  of  No  Trumps-Royals      19 

6  Spades  (the  next  highest)  shows 

a  combination  of  No  Trumps-Hearts      18 

5  Spades  (the  lowest  high  Spade) 

shows  a  combination  of  Royals-Hearts      ij 

The  secondary   high    Spade   bids  are   more 
complicated,  as  their  meanings,  being  dependent 
upon   the  preceding  declarations,  of  necessity 
(  212  ) 


0  spade  Bids  <!i> 

vary;  the  beginner  should  not  attempt  to  master 
the  secondary  calls  until  he  has  become  thor- 
oughly familiar  with  the  original.  He  should 
then  read  with  care  the  detailed  secondary  mean- 
ings of  five,  six,  and  seven  Spades '  and  see 
under  what  circumstances  and  why  they  differ 
from  the  original  bids.  He  will  be  surprised  to 
find  how  quickly  it  all  becomes  quite  logical  and 
simple. 

THE    SPADE    BIDS    IN    DETAIL 

A  detailed  consideration  of  all  the  Spade 
bids  follows.  An  effort  is  made  to  state  their 
advantages  and  disadvantages,  and  to  explain 
when  they  should,  and  when  they  should  not, 
be  used. 

ONE    SPADE 

This  declaration,  which,  of  course,  can  only 
be  made  by  the  Dealer,  shows  a  certain  extent 
of  weakness,  as  at  best  it  indicates  a  hand  which 
does  not  warrant  any  other  bid.  The  increase 

'  See  pages  250-58,  277-79. 
(   213   ) 


<^  Auction  Developments  ^ 

in  the  number  of  Spade  bids  has  not  in  any 
way  affected  the  significance  of  this  defensive 
announcement. 

TWO    SPADES    WHEN     DECLARED    BY  THE    DEALER 

The  meaning  of  this  declaration  is  also  un- 
changed by  the  completion  of  the  Spade  sys- 
tem. It  is  just  what  it  was  before  any  higher 
Spade  was  thought  of,  viz.,  a  hand  not  strong 
enough  for  a  No  Trump,  as  it  has  but  two  suits 
stopped;  not  long  enough  for  a  Royal,  as  it 
lacks  the  requisite  length  in  the  Spade  suit;  but 
which  contains  a  combination  which  will  mate- 
rially aid  the  partner  in  either  a  No  Trump  or 
Royal  declaration.  The  two  Spade  bidder  gives 
the  following  specific  information:  "  I  have  not 
more  than  four  Spades,  but  it  is  most  probable 
that  I  have  at  least  two  high  honors  in  that  suit, 
i.e.,  either  Ace-King,  Ace-Queen,  Ace-Knave, 
King-Queen,  or  King-Knave;  and  one  other 
suit  well  stopped.  If  I  have  made  the  call  with 
the  Ace  of  Spades  as  the  only  Spade  honor,  my 
other  strong  suit  is  headed  by  Ace-King  or  con- 
tains three  high  honors." 
(  214) 


0  spade  Bids  <f^ 

The  partner  with  a  "  bust "  and  no  suit  of 
great  length  must,  as  a  weakness  take-out,  call 
one  Royal;  with  strength  in  Spades  he  should 
call  two,  with  great  strength  three.  Royals. 

As  one  Royal  is  the  weakness  take-out,  the 
two  Spade  bidder  should  not  increase  the  decla- 
ration after  his  partner  has  made  this  bid,  unless 
the  original  two  Spade  call  was  a  trap  bid  and 
his  holding  is  in  reality  much  stronger  than  his 
first  declaration  indicated. 

Some  players  contend  that  as  their  partners 
must  take  out  two  Spades,  the  bid  eliminates  the 
danger  of  being  left  in  with  one  Spade,  but  does 
not  expose  a  strong  hand  and  that  it  induces 
the  adversaries  to  overbid.  They,  therefore,  call 
two  Spades  with  a  hand  which  would  justify  two 
or  three  Royals. 

Experience  has  proved  the  wisdom  of  declar- 
ing at  the  start  the  full  strength  (except  with  a 
two  suit  hand)  of  Hearts  or  Royals.  Of  course, 
the  other  plan  may  work  well  occasionally,  but 
there  can  be  no  question  that  the  less  frequently 
it  is  employed,  the  more  apt  it  is  to  accomplish 
its  purpose. 

(  215  ) 


(^  Auction  Developments  7 

xA.  few  examples  of  the  various  types  of  the 
two  Spade  calls  by  the. Dealer  follow:  — 

Spades  Ace,  King,  X 

Hearts  X,  X,  X 

Diamonds  Ace,  X,  X 

Clubs  Knave,  X,  X,  X 

Spades  King,  Queen,  X,  X 

Hearts  King,  X,  X 

Diamonds  Queen,  X 

Clubs  Knave,  X,  X,  X 

Spades  Ace,  Knave,  X,  X 

Hearts  King,  Queen,  X 

Diamonds  X,  X,  X,  X 

Clubs  Queen,  X 

Spades  Ace,  Queen,  X,  X 

Hearts  X 

Diamonds  King,  Queen,  Knave,  X,  X,  X 

Clubs  X,  X 

Special  attention  is  called  to  the  last  example. 
The  hand  fully  warrants  an  original  Diamond, 
which  is  more  valuable  than  two  Spades,  but  if 
that  call  be  made,  unless  the  partner  should 
call  one  Royal,  the  Spade  strength  cannot 
thereafter  be  shown.  The  hand  is  sufficiently 
(216) 


0  spade  Bids  <fi> 

strong  to  make  game  likely  in  Royals,  if  the 
partner  have  a  little  assistance,  while  the  ad- 
ditional trick  required  to  go  game  in  Diamonds 
may  make  all  the  difference. 

Suppose  the  partner  hold  such  a  hand  as:  — 

Spades         King,  X,  X,  X 
Hearts        Ace,  X,  X 
Diamonds  X,  X,  X 
Clubs         X,  X,  X 

The  game  is  more  probable  in  Royals  than  in 
Diamonds.  This  would  be  true  even  without 
the  King  of  Spades  in  the  partner's  hand,  if  he 
held  four  Spades  headed  by  Knave,  Ten,  and  the 
adverse  King  could  be  captured  by  a  finesse. 

Of  course,  the  same  situation  occurs  with  a 
similar  Spade  holding  and  long  Clubs. 

The  following  hand  is  another  example  of 
the  class  which  justifies  a  higher  opening  and 
yet  with  which  two  Spades  is  preferred  by  mod- 
ern players  :  — 

Spades        Ace,  King,  X,  X 

Hearts        X 

Diamonds  X,  X 

Clubs         Ace,  King,  X,  X,  X,  X 

(  217   ) 


(^  Auction  Developments  S? 

This  hand  will  readily  win  the  game  at  Roy- 
als if  the  partner  be  able  to  help  a  little.  Even 
as  weak  a  hand  as  the  following  will  probably 
be  found  sufficient:  — 

Spades         Queen,  X,  X,  X 
Hearts        X,  X,  X,  X 
Diamonds  X,  X 
Clubs  Knave,  X,  X 

The  point  is  that  Spade  strength  of  this  char- 
acter can  only  be  shown  by  the  first  bid,  and 
when  the  Clubs  or  Diamonds  are  long  and 
strong  enough  to  bid  two  or  three  they  can  be 
indicated  later  if  the  partner  do  not  respond  to 
the  Royal  invitation. 

The  partner  may  often  be  able  to  assist  a  two 
Spade  bid  when  otherwise  he  could  never  de- 
clare at  all;  but  if  he  bid  only  one  Royal,  not 
two,  the  original  two  Spade  bidder  should  over- 
bid with  two  of  his  long  suit. 

When  the  Dealer's  other  suit  is  Hearts  there 

is   not  so   much   advantage  in   showing   Royal 

assistance,   since  it  is   as  easy   to  go   game  in 

Hearts  as  in   Royals,  and  it  is  also  possible  to 

(  218  ) 


0  spade  Bids  <^ 

— J 

give  the  partner  the  choice  by  calling  five 
Spades; '  but  with  only  four  Spades  and  five  or 
six  Hearts,  it  is  not  advisable  to  say  that  a 
doubt  exists  as  to  which  suit  should  be  bid, 
as  that  indicates  practically  equal  length  and 
strength. 

With  four  Spades  headed  by  two  high  honors 
and  strong,  long  Hearts,  it  is  often  a  bit  of 
sound  declaring  to  call  two  Spades  first  and  then 
Hearts,  unless  the  partner  take  out  with  two 
Royals  or  call  Royals  over  a  Second  Hand  dec- 
laration. 

The  importance  of  being  able  to  use  the  two 
Spade  call  in  this  way  has  been  more  appreciated 
of  late  than  ever  before;  it  thoroughly  demon- 
strates that  "Auction  of  To-Day  "  *  stood  on 
sound  ground  when  it  assumed  an  advanced 
position  in  demanding  that  two  Spades  should 
be  at  least  as  much  a  call  for  Royals  as  for  No 
Trump,  and  therefore  should  never  be  made 
without  the  high  card  strength  sufficient  to  de- 
clare one  Royal.  This  position,  although  some- 

'   See  page  240. 

»  See  Auction  of  To-Day,  pages  38-49. 

(    219   ) 


Auction  De^cehpments 


what  disputed  at  the  time,  is  now  generally 
conceded  to  be  correct. 

The  tendency  of  modern  Auction  is  more 
thoroughly  to  appreciate  the  value  of  Royals ' 
as  a  game- producing  declaration  and  the  im- 
portance of  treating  two  Spades  as  a  Royal  in- 
vitation. It  is  true  that  the  two  Spade  call  is 
given  different  meanings  in  different  localities; 
this  is  probably  because  its  significance  is  grad- 
uallv  changing.  Starting  as  simply  and  solely 
a  No  Trump  invitation,  it  next  was  recognized 
as  showing,  in  addition,  the  Spade  suit  stopped. 
Xow  it  has  become  a  double  invitation,  at  least 
as  much  Royals  as  No  Trump,  and  the  indica- 
tions are  that  the  future  mav  see  it  used  more  as 
a  Royal  suggestion  than  a  No  Trump  request. 

Should  it  reach  that  point  it  will  doubtless 
never  be  made  with  less  than  four  Spades.  Some 
plavers  have  alreadv  limited  the  bid  in  that  way, 
but  the  majoritv  still  prefer  to  give  themselves 
the  opportunity  of  making  the  call  with  three 
Spades,  provided  the  honors  be  distinctly  po- 
tential. 

'  See  page  434. 
(    220   ) 


0  spade  Bids  ^ 

The   following  are   examples  of  two  Spade 
bids  by  a  Dealer  who  has  a  two-suit  hand :  — 


EXAMPLE    OF    A    TWO-SUIT    SPADE-DIAMOND'     HAND 

Tbe  Handi 

♦ 

X,  X,  X,  X,  X 

¥ 

X 

♦ 

X,  X 

,  X 

Knare,  Ten, 

X 

Ten,  X,  X 

4 

Queen,  Knave,  X, 

X,  X 

^     Knivc 
Ix,  X, 

4     Knave 
♦     King, 

West                Easi 
South 

4     Queen,  Tea 

^     Ace,  Queen,  X,  X 

4     gueen.  Ten,    X,   X 

4     Ace,  X,  X 

Ace,  King,  X,  X 
X,  X 

♦ 

Ace,  King,  X,  X, 

X,  X 

♦ 

X 
The  BUJing 

South 

West 

North                East 

Round  I 

2 

2  Spades 

3  Royals 
4.  RovaJs 

2  Hearts 
No 
No 

2  Royals          3  Hearts 
No                4  Hearts 
No                   No 

North  and  South  make  fire  Royals. 

•  As  Diamonds  and  Clubs,  the  two  minor  suits,  both  re- 
quire eleven  tricks  to  be  won  to  score  game  from  a  love  score, 
the  ^(nation  in   this   example  would  be  exactly  the  same, 
should  the  Diamond  and  Club  suits  be  transposed. 
(    211    ) 


♦ 


Auction  Developments 


V 


Should  the  hand  be  declared  the  other  way, 
the  result  of  sound  bidding  would  be :  — 


South 

West 

North 

East 

ound  I 

I  Diamond 

2  Hearts 

No 

No 

2 

3  Diamonds 

No 

No 

3  Hearts 

3 

No 

No 

No 

East  and  West  make  four  Hearts. 

It  therefore  becomes  apparent  that  with  the 
cards  distributed  as  above  the  winning  of  the 
game  is  determined  by  the  first  bid.  Note  the 
result  when  the  situation  is  changed :  — 


The  Hands 

y 

i 

Queen,  Knave,  X,  X 

k     X,  X 

f    X,  X,  X,  X 

►     Queen,  X,  X,  X 
t      Ace,  Ten,  X 

4 

North 

4 

Ten,  X,  X 

King,  Knave,  X,  X 
X 

West                 East 

¥ 

4 

Ace,  Queen,  Ten,  X 
Knave,  X 

♦ 

Knave,  X,  X,  X 

4 

South 

♦ 

King,  Queen,  X,  X 

Ace,  King,  X,  X 

¥ 

4 

X 

Ace,  King,  X,  X,  X,  X 

♦ 

X,  X 

(    222    ) 


0 


spade  Bids 


<^ 


The  Bidding 

South 

West 

North 

East 

Round  I 

2 

3 

2  Spades 

3  Diamonds 

No 

No 
3  Hearts 

No 

I  Royal 

4  Diamonds 

No 

2  Hearts 

No 

North  and  South  make  five 

;  Diamonds. 

If  bid  on  the  other  basis  the  result  would  be 
the  same :  — 


Round  I 


South 

West 

North 

East 

I 

I  Diamond 

No 

No 

I  Heart 

2 

2  Diamonds 

2  Hearts 

3  Diamonds 

No 

■\ 

No 

3  Hearts 

No 

No 

4 

4  Diamonds 

No 

No 

No 

It  is  therefore  seen  that  the  two  Spade  open- 
ing from  a  hand  of  this  character  materially  In- 
creases the  chance  of  going  game,  without  doing 
any  damage  whatever. 


(  223  ) 


Auction  Developments 


V 


EXAMPLE  OF  A  TWO-SUIT  HAND  GIVING  THE  CHOICE 
BETWEEN  A  TWO  SPADE  AND  A  ONE  OR  TWO  HEART 
BID, 


The  Hands 

4 

King,  X,  X,  X 

V 

X 

♦ 

King,  Queen,  Knave,  X,  X 

e,  X 

1,  Knave,  X,  X 
X,  X,  X 
Knave,  X 

X,  X,  X 

4      Knav 

♦  Ten, 

♦  Ace, 

North 

West                 East 

South 

4     Ten,  X,  X 

y      Ten,  X 

4      Ace,  X 

,    f  King,  Queen,   Ten, 

^Ix,  X,  X 

4 

(Dealer) 

Ace,  Queen,  X,  X 

r 

Ace,  King,  X,  X,  X,  X 

♦ 

X,  X 

♦ 

X 

The  Bidding 

South 

West               North                  East 

Round  I 

2 

2  Spades 
2  Hearts 

No             I  Royal                2  Clubs 
No              2  Royals                    No 

% 

No 

No 

North  and  South  make  five  Royals. 

North,  with  four  Spades,  strong  Diamonds, 
and  a  singleton    Heart,  might  call  two  Royals 
on  the  first  round,  which  would  end  the  bidding. 
(  224  ) 


0  spade  Bids  '^ 

The  example  is  given  as  above  so  as  to  show 
the  result  even  if  North  be  conservative. 

Should  the  bidding  be  opened  diflFerently,  the 
result  would  be:  — 

South  West  North  East 

Round  I  I  Heart  No  2  Diamonds  No 

a  2  Hearts  No  No  No 

North  and  South  make  three  Hearts. 

A  bid  of  three  Clubs  by  East  would  not  affect 
the  result.  Should  South  (Round  2),  after  his 
partner  shows  weakness  in  Hearts,  shift  to 
two  No  Trumps,  he  would  fail  to  make  his 
contract. 

Should  South  open  with  two  Hearts,  a  na- 
tural bid,  but  not  so  advisable  with  Spade 
strength,  there  probably  would  be  no  other 
declaration.  The  game  can  only  be  made  by 
an  opening  call  of  two  Spades. 

Should  it  happen  that  North  is  stronger  in 
Hearts  than  Spades  the  use  of  two  Spades  as  an 
opening  bid  would  not  affect  the  result,  as  will 
be  seen  by  shifting  North's  cards  :  — 

(  225  ) 


♦ 

Auction  Developments               ^ 

4 

4 

C,  X 
X,  X 

A 

i 

4 

The  Hands 

\      Knave,  Ten, 

Queen,  Ten,  X, 
>      King,  Queen,  X 
»     Ten,  X,  X,  X 

X 

4      King,  X,  X 
y      Knave,  X 
^      Knave,  X,  5 
4     Ace,  Knave, 

North 

West                 East 

South 
(Dealer) 

4    X,  X,  X,  X 

y  X 

4      Ace,  Ten,  X,  X 
4     King,  Queen,  X,  X 

k      Ace,  Queen,  X, 
r     Ace,  King,  X,  X 
►     X,  X 
b     X 

X 
,X,  X 

The  Bidding 

South  West  North  East 

Round  I  2  Spades  No  i  Royal  No 

2  2  Hearts  No  No  No 

North  and  South  make  four  Hearts. 

The  same  result  is  reached  if  North  bid  one 
No  Trump,  as  South  must  overcall  that  dec- 
laration in  the  same  way. 

It  is  therefore  seen  that  when  the  partner 
cannot  materially  help  the  Spades,  the  declara- 
tion gets  back  to  Hearts  just  as  surely  as  if  that 
suit  had  been  the  opening  bid. 

(    226    ) 


0  spade  Bids  * 

One  of  the  greatest  advances  in  modern  de- 
claring is  the  recognition  of  the  importance  of 
indicating  a  two-suiter,  whenever  possible,  and 
the  two  Spade  call  is  doing  its  full  share  toward 
accomplishing  that  purpose. 

TWO    SPADES    SECOND    HAND 

The  only  difference  between  the  bid  of  two 
Spades  Second  Hand  and  by  the  Dealer  is  that 
the  Second  Hand  has  the  privilege,  not  possessed 
by  the  Dealer,  of  doubling  one  Spade,  so  that 
he  can  show  the  length  of  his  holding  more 
accurately. 

With  the  high  card  holding  which  would  jus- 
tify the  Dealer  in  bidding  two  Spades,  the  Sec- 
ond Hand  should  double  if  he  have  only  three 
Spades  ;  should  bid  two  Spades  if  he  hold  four.' 

The  two  Spade  bid  by  the  Second  Hand  shows 
both  high  Spades  and  four  in  suit ;  it  is,  there- 
fore, more  of  an  invitation  for  a  Royal  than  a 
No  Trump.  This  positive  information  that  the 
hand  contains  four  Spades  is  often  most  valuable. 

'  For  detailed  discussion  of  this  declaration,  see  Auftion  of 
To-Day,  pages  65-69. 

(    227    ) 


♦ 


Auction  Developments 


^ 


The  following  examples  show  a  number  of 
Second  Hand  holdings  and  the  proper  declaration 
in  each  case  : — 


EXAMPLES    OF    SECOND    HAND    HOLDINGS 

The  correct  hid 
ove"  one  Spade 


Holding 

Spades        Ace,  King,  X 
Hearts        Ace,  X,  X,  X 
Diamonds  Queen,  X 
Clubs         X,  X,  X,  X 


Double 


Spades         Ace,  King,  X,  X, 
Hearts        Ace,  X,  X 
Diamonds  Queen,  X 
Clubs  X,  X,  X,  X 


2  Spades 


Spades        Ace,  King,  X,  X,  X 
Hearts        Ace,  X 
Diamonds  Queen,  X 
Clubs         X,  X,  X,  X 


I  Royal 


Spades         Ace,  X,  X 
Hearts         Ace,  X,  X,  X 
Diamonds  Queen,  X 
Clubs         X,  X,  X,  X 


Pass 


Spades        Queen,  Ten,  X,  X 
Hearts         Ace,  X,  X 
Diamonds  Queen,  X 
Clubs  X,  X,  X,  X 

(    228    ) 


Pass 


0  spade  Bids  4> 


TWO    SPADES,    THIRD    HAND 

This  bid,  in  the  old  days  when  the  partner's 
one  Spade  could  not  be  allowed  to  stand,  was 
the  recognized  weakness  take-out;  now  it  is 
rarely  employed,  as  the  modern  Third  Hand 
player,  when  weak,  does  not  overbid  one 
Spade. 

As  a  general  rule,  when  the  partner  has  called 
one  Spade,  it  is  wiser  for  the  Third  Hand  to 
pass  if  two  Spades  be  his  best  bid.  With  such  a 
hand  as  — 

Spades         Ace,  King,  X 

Hearts         Ace,  X,  X,  X 

Diamonds  Queen,  X 

Clubs  X,  X,  X,  X 

which  is  a  perfectly  sound  two  Spades  by  the 
Dealer  and  a  conventional  double  of  one  Spade 
by  the  Second  Hand,  it  is  not  advisable  for  the 
Third  Hand  to  bid  at  all.  The  hand  has  just 
three  tricks;  the  partner  cannot  be  strong.  It 
is  therefore  most  foolish  to  risk  a  declaration 
which  cannot  do  much  good  and  which  throws 
(  229  ) 


(^  Auction  Developments  S? 

away  the  protection  of  the  law  limiting  the  lia- 
bility to  one  hundred. 

If,  however,  the  Third  Hand  have  a  strong 
two-suit  holding  of  the  general  character  of 
those  shown  on  pages  221  and  224,  two  Spades 
becomes  a  sound  Third  Hand  declaration. 

TWO    SPADES,    FOURTH    HAND 

The  comment  upon  this  bid  when  made  by 
the  Third  Hand  applies  with  even  greater  force 
when  one  Spade  is  passed  up  to  the  Fourth 
Hand.  Unless  the  fourth  bidder  see  a  reasonable 
chance  for  game,  it  is  better  for  him  to  accept 
the  25  to  I  odds  offered  and  allow  the  Spade 
to  stand. 

Any  ordinary  two  Spade  bid  would  be  ridic- 
ulous, and  even  with  the  Diamond-Spade  hold- 
ing given  on  pages  221  and  222,  the  conserva- 
tive Fourth  Hand  would  pass  (at  a  love  score) 
and  try  for  the  100.  With  such  a  hand,  how- 
ever, as  the  Heart-Spade  holding  given  on 
pages  224-26,  the  chances  for  a  game  are  much 
better  and  the  two  Spade  call  would  be  perfectly 
sound. 

(  230  ) 


0  spade  Bids  <* 


THREE    AND    FOUR    SPADES 

These  bids,  while  possibly  the  least  impor- 
tant, are  unquestionably  the  most  simple  of  the 
Spade  family. 

Before  the  days  of  informatory  bidding,  a 
Dealer  called  two  of  either  of  the  game-going 
suits,  Hearts  or  Royals,  whenever  he  wanted 
that  suit  and  no  other  to  be  the  trump,  but 
his  declaration  did  not  mean  that  his  hand 
contained  high  cards,  even  in  the  suit  he 
named.  It,  therefore,  often  deceived  the 
partner. 

When  the  modern  school  of  declaration  first 
advocated  the  necessity  of  a  bidder  holding 
either  the  Ace  or  King  of  the  suit  originally  de- 
clared, and  proposed  that,  with  long,  weak  suits, 
the  declaration  should  be  delayed  until  a  later 
round,  objection  came  from  some  sources  upon 
the  ground  that  a  hand  might  not  be  strong 
enough  to  call  two  Hearts  or  Royals  on  the 
second  round  of  the  bidding,  and  yet  had  one 
been  named  at  the  start  the  showing  of  length  m 
that  suit  might  have  given  the  partner  all  the 
(  231  ) 


c^  Auction  Developments  S? 

information  necessary  to  support  such  declara- 
tion and  eventually  go  game. 

It  was  also  contended  that  a  strong  hand 
which  postponed  its  bidding  until  a  second 
round  because  it  did  not  hold  either  Ace  or 
King,  might  be  left  in  with  one  Spade. 

Modern  invention  has  met  and  routed  these 
objections.  The  original  Declarer  now  calls  three 
Spades  to  show  long,  weak  Hearts,  and  four 
Spades  to  show  long,  weak  Spades. 

These  bids  announce  length  and  weakness  in 
the  suit  named.  They  negative  the  presence  of 
the  Ace  and  make  it  unlikely  that  the  King  is 
in  the  holding,  but  they  mark  the  length  of  the 
suit  as  at  least  five  cards,  probably  more,  and 
announce  additional  assistance.' 

They  are,  however,  bids  of  a  different  char- 
acter from   any  other  original  declaration,  and 

1  The  amount  of  additional  assistance  necessary  to  justify 
these  bids  varies  with  the  strength  of  the  long  suit.  With  Queen, 
Knave,  Ten,  XXX,  much  less  is  needed  than  with  Knave, 
X  X  X  X.  In  the  former  case  one  Ace  would  seem  sufficient; 
in  the  latter  at  least  three  sure  high  card  tricks  should  be  in  the 
hand. 

(    232    ) 


0  spade  Bids  <!i> 

while  they  guarantee  four  tricks  at  least,  and 
probably  more,  if  the  suit  suggested  be  trump, 
they  do  not  make  any  specific  high  card  show- 
ing nor  give  assurance  of  material  assistance  for 
any  other  declaration. 

As  both  Royals  and  Hearts  are  game-going 
suits,  each  requiring  ten  tricks  to  score  game, 
the  two  bids  are  made  under  the  same  circum- 
stances. These  calls  become  of  great  benefit 
when  the  partner  happens  to  hold  the  Ace  or 
King  or  both  of  the  long  suit  of  the  Declarer,  or 
when  he  also  has  some  length  in  that  suit.  They 
have  the  same  meaning  whether  made  by  Dealer, 
Second,  Third,  or  Fourth  Hand,  although  for 
reasons  above  stated'  a  Fourth  Hand  holding  is 
not  apt  to  justify  such  a  bid. 

A  few  examples  of  hands  which  make  these 
bids  advisable  follow. 

»   See  page  230. 


(   233   ) 


C>  Auction  Developf?jents  9 


EXAMPLES    OF    BIDS    OF     THREE    AND    FOUR    SPADES* 

Holding     .  Bid 

Spades        Knave,  Ten,  X,  X,  X,  X 
Hearts        X  e     j 

Diamonds  Ace,  Queen,  X  t    P 

Clubs  King,  X,  X 

Spades        Queen,  Knave,  Ten,  X,  X 
Hearts        X,  X,  X  a  S     d 

Diamonds  King  ^    ^ 

Clubs  Ace,  Knave,  X,  X 

Spades        X 

Hearts        Queen,  X,  X,  X,  X,  X  g     .^ 

Diamonds  Ace,  X  3     r 

Clubs  King,  Ten,  X,  X 


Spades        X,  X 

Hearts        Knave,  Ten,  X,  X,  X,  X 

Diamonds  Ace,  X 

Clubs  King,  Queen,  X 


3  Spades 


*  With  hands  much  weaker  than  those  given"  in  the  examples  one  Spade 
should  be  the  bid.    Such  a  holding  as 

Spades        Knave,  X,  X,  X,  X,  X 

Hearts        Ace,  X,  X 

Diamonds  X,  X 

Clubs  X,  X 

does  not  warrant  any  other  declaration. 

These  calls,  of  course,  follow  the  invariable 
rule  of  all  declarations  of  more  than  one  Spade, 
and  make  a  take-out  by  the  partner  obligatory. 
He  must  overbid  even  with  a  complete  "  bust." 
With  this  unfortunate  holding,  he  must  call  one 

(  234  ) 


0 


spade  Bids 


♦ 


Heart  over  three  Spades,  and  one  Royal  over 
four  Spades. 

If  he  have  strength  in  the  suit  suggested,  he 
should  bid  two,  if  great  strength,  three. 

A  player  who  has  announced  long,  weak 
Hearts  or  Spades,  when  taken  out  by  his  partner 
with  a  bid  of  one  in  the  suggested  suit,  should 
never  increase  the  bid  except  upon  the  strength 
of  his  own  hand.  His  partner's  bid  obviously 
does  not  guarantee  any  assistance. 

The  following  is  an  example  of  the  advantage 
of  a  bid  of  4  Spades:  — 


The  Han 

ds 

4 

King,  Queen 

,  Knave,  X 

y 

X,  X 

♦ 

X,  X,  X 

♦ 

Ace,  X,  X, 

X 

North 

4 

None 

4 

Ace,  X,  X 

¥< 

Ace,  King,  Queen, 
Knave,  X,  X,  X 

West 

East 

Ten,   X,    X,    X 
Ten,  X,  X,  X 

♦ 

Queen,  Knave,  X,  X 

4 

Queen,  X 

♦ 

King,  X 

South 

4 

(Dealer) 

Ten,  X,  X, 

X,  X 

,x 

y 

None 

♦ 

Ace,  King 

♦ 

Knave,  Ten 

,  Nine 

,  X, 

X 

(  235  ) 


<i>  Auction  Developments  ^ 

The  Bidding 
South  West  North  East 

Round  I  4  Spades  3  Hearts  3  Royals  4  Hearts 

2  4  Royals  No  No  No 

North  and  South  make  five  Royals. 

I  f  South  Start  with  one  Spade,  the  call  of  three 
Hearts  by  West  must  stand,  and  East  and  West 
will  make  four  Hearts. 

Another  example  taken  from  actual  play 
follows. 

The  Dealer  held  — 

Spades         X,  X,  X,  X,  X,  X 
Hearts         X,  X,  X 
Diamonds  Ace 
Clubs  f^ingi  Queen,  X 

The  partner's  hand  was  — 

Spades         Ace,  King,  X,  X 

Hearts         None 

Diamonds  X,  X,  X,  X 

Clubs  Knave,  Ten,  X,  X,  X 

If  the  Dealer  start  this  hand  with  four  Spades, 

he  scores  a  Small  Slam  in  Royals;  if  one  Spade 

be    his    initial    effort,  an  adverse  bid  of  three 

Hearts  must  stand  and  an  adverse  game  result. 

(  236  ) 


0  spade  Bids  <^ 

THE    BID    OF    FIVE    SPADES 

As  soon  as  the  formulators  of  the  present 
high  Spade  system  began  to  round  it  into  shape, 
it  became  apparent  that  it  would  be  advanta- 
geou3  to  give  to  the  secondary  bid  of  five  Spades 
at  least  two  different  meanings.  It  was,  there- 
fore, suggested  in  the  Appendix  to  the  Fifth 
Edition  of"  Auction  of  To-Day  "  that,  in  order 
to  avoid  confusion,  five  Spades  should  not  be 
used  as  an  original  call.  With  this  idea,  how- 
ever, the  best  Auction  sentiment  in  the  country 
did  not  prove  to  be  in  accord.  It  was  argued 
that  by  making  an  original  declaration  of  five 
Spades  mean  a  hand  in  doubt  whether  to  bid 
Hearts  or  Royals,  the  call  of  three  Spades, 
which  "Auction  of  To-Day  "  had  assigned  to 
cover  this  situation,  would  be  left  open  for  long, 
weak  Hearts  and  an  additional  and  most  im- 
portant meaning  added  to  the  high  Spade  sys- 
tem. 

Most  players  interested  in  the  subject  con- 
cluded that  the  expert  would  readily  be  able  to 
distinguish  the  different  meanings  of  five  Spades, 

(  237  ) 


4^  Auction  Developments  7 

while  the  novice  had  better  leave  the  whole 
Spade  system  severely  alone,  and,  therefore,  the 
plan  sure  to  produce  the  best  results  for  the 
good  player,  even  if  it  be  the  most  complex, 
should  be  adopted.  This  sentiment  resulted  in 
five  Spades  being  utilized  both  as  an  original 
and  a  secondary  bid. 

In  attempting  to  grasp  all  the  features  of  this 
declaration,  the  student  must  first  realize  that 
the  bid  of  five  Spades,  as  now  used,  has  three 
distinct  and  dissimilar  meanings. 

It  depends  entirely  upon  whenthebidder  calls 
five  Spades,  what  he  means  by  his  declaration. 
Under  one  set  of  conditions  it  is  just  as  differ- 
ent from  either  of  the  others  as,  for  example,  are 
the  three  meanings  given  by  the  English  lan- 
guage to  the  different  spellings  of  one  simple 
word,  "two,"  "too,"  and  "to." 

These  three  situations,  for  the  sake  of  sim- 
plification, maybe  divided  into  two  main  heads; 
(^)  when  the  bid  is  used  before  an  adversary 
has  made  anv  declaration  except  one  Spade ; 
{}?)  when  used  after  an  adversary  has  bid  a  suit 
or  No  Trump. 

(  238  ) 


0  spade  Bids  c?) 

To  make  the  classification  complete,  {b) 
should  be  subdivided  by  whether  the  adverse 
declaration  be  a  No  Trump  or  a  suit  and  thus 
we  get  the  three  different  situations,  in  which 
the  same  declaration,  five  Spades,  is  given  three 
separate  and  distinct  meanings. 

The  first  case  {a)  five  Spades,  used  before  an 
adversary  has  made  any  declaration  other  than 
one  Spade,  occurs  :  — 

(i)   When  a  Dealer  declares  five  Spades. 

(2)  When  any  player  bids  five  Spades  over  one 
Spade. 

(3)  When  any  player  overbids  his  partner's  one 
Club,  one  Diamond,  or  one  No  Trump 
by  calling  five  Spades. 

In  all  these  situations  the  Declarer  is  either 
making  an  original  call  or  taking  out  a  bid  made 
by  his  partner.  In  other  words,  it  is  distinctly 
an  initial  attack  and  not  even  partially  a  defense 
against  an  adverse  declaration. 

Whenever  this  is  the  case,  the  meaning  is 
exactly  the  same,  viz. :  "  My  hand  justifies  a 
declaration  of  either  Hearts  or  Royals,  but  the 
(  239  ) 


^  Auction  Developments  V 

strength  of  the  two  suits  is  so  evenly  balanced 
that  I  am  in  serious  doubt  which  to  select.  I 
want  you  to  choose,  as  you  know  which  you 
can  the  more  effectively  aid,  and  I  am  strong 
enough  to  command  you  to  bid  two  of  that 
suit." 

Now  let  us  consider  this  system  as  applied  to 
the  different  situations. 

Five  Spades  is  declared  by  the  Dealer  or  by 
any  player  over  one  Spade  when  the  bidder 
has  long  Spades  and  Hearts,  both  suits  strong 
enough  to  declare.  With  such  a  holding,  he 
generally  is  warranted  in  directing  his  partner 
to  call  two  of  the  suit  in  which  he  is  the  stronger; 
but  as  the  partner  may  be  very  weak,  this  dec- 
laration should  not  be  made  with  less  strength 
than  would  justify  bidding  two  originally. 

It  may  be  argued  that  the  use  of  this  bid  is 
unnecessary,  as,  with  the  holding  in  question,  it 
is  possible  to  call  first  one  Royal  and  then  over 
any  other  bid  to  declare  two  Hearts,  thus  giving 
the  partner  the  chance  to  say  two  Royals  if  he 
prefer  Royals  to  Hearts,  or  to  allow  the  bid  to 
stand  if  he  prefer  Hearts  to  Royals.  This  plan 

(  240  ) 


0  spade  Bids  ^ 

conveys  exactly  the  same  information  given  by 
the  declaration  of  five  Spades.  The  trouble  is 
that  it  will  not  always  work. 

Neither  adversary  may  be  able  to  declare, 
and 'the  partner  may  hold  a  hand  more  helpful 
for  Hearts  than  Royals,  yet  not  strong  enough 
to  over-call  one  Royal  with  two  Hearts.  If  the 
original  Heart-Royal  holding  could  be  accom- 
panied by  a  guarantee  of  a  take-out,  it  would  be 
unnecessary  to  encumber  the  code  of  declara- 
tions by  using  five  Spades  to  indicate  that  com- 
bination, but  as  the  original  declarer  under 
such  circumstances  is  frequently  left  in  with 
one  Royal,  the  five  Spade  bid  is  of  distinct 
value. 

A  couple  of  examples  will  readily  demon- 
strate this  proposition. 

Suppose  the  Dealer  hold  — 

Spades  Ace,  Queen,  X,  X,  X 

Hearts  Ace,  Knave,  X,  X,  X 

Diamonds  X,  X 

Clubs  Ace 

And  that  his  partner's  hand  is  — 

(  241  ) 


<^  Auction  Developments  %> 

Spades         X 

Hearts        Queen,  Ten,  X,  X 

Diamonds  X,  X,  X,  X 

Clubs  King,  Queen,  X,  X 

Should  the  Dealer  call  five  Spades,  the  Third 
Hand  bids  Hearts  and  the  game  is  practically 
assured.  On  the  other  hand,  should  the  Dealer 
start  with  one  Royal,  it  is  very  likely  that 
he  will  not  be  overbid  and  the  game  will  not 
be  won. 

The  following  hand  was  played  at  a  promi- 
nent club  in  an  Eastern  city:  — 

The  Dealer  held  — 

Spades         King,  Queen,  Ten,  X,  X 
Hearts         Ace,  King,  X,  X,  X 
Diamonds  X,  X 
Clubs  X 

His  partner  held  — 

Spades         X 
Hearts        X,  X,  X,  X 
Diamonds  Ace,  Ten,  X,  X 
Clubs  Knave,  X,  X,  X 

As  the  cards  happened  to  be,  if  the  Dealer 
had  bid  one  Royal  with  the  idea  of  going  to  two 
(  242  ) 


0  spade  Bids  <^ 

Hearts  on  the  second  round,  he  would  have 
been  left  in,  and  whether  he  succeeded  in  mak- 
ing his  declaration  of  one  would  have  been  a 
close  question  depending  on  the  play  :  as  it  hap- 
pened, he  called  five  Spades,  and  as  all  the  ad- 
verse Hearts  dropped  in  two  rounds,  the  game 
was  won. 

The  only  trouble  with  five  Spades  used  in 
this  way  is  that  it  is  apt  to  be  abused.  A  Dealer 
who  holds  five  Spades  headed  by  Ace,  King, 
Queen,  and  five  Hearts  headed  by  the  Queen, 
is  not  in  doubt  which  to  bid  ;  nor  is  a  Dealer 
who  holds  five  Hearts  headed  by  Ace,  King, 
and  four  Spades  with  the  King,  Queen,  the  only 
honors  placed  in  a  position  in  which  he  should 
tell  his  partner  that  he  has  about  equal  strength 
in  the  two  suits  ;  yet  in  many  such  instances  the 
novice  in  the  high  Spade  system  will  make  the 
five  Spade  call,  apparently  failing  to  realize  that 
his  partner  may  be  equally  weak  in  the  two 
suits,  in  which  case,  with  such  a  distinct  percent- 
age in  favor  of  one,  he  should  not  place  it  m 
the  power  of  his  partner  to  direct  that  the  other 
be  played. 

(  243  ) 


♦  *  Aiictioji  Developme?its  ^ 

It  is  still  more  absurd  with  Spades  and 
Hearts  of  equal  length,  but  neither  of  sufficient 
strength  to  warrant  a  declaration  of  one,  to  de- 
mand that  the  partner  bid  two.  With  such  a 
hand  as  five  Spades  headed  by  a  Knave,  five 
Hearts  headed  by  a  Queen,  and  little  side  as- 
sistance, the  use  of  the  five  Spade  bid  is  suici- 
dal. In  such  case,  the  hand  may  justify  the  use 
of  three  Spades  to  show  long,  weak  Hearts,  that 
depends  upon  the  extent  of  the  side  strength; 
but  it  must  always  be  remembered,  as  between 
low  and  high  Spades,  that  three  and  four  Spades 
do  not  command  the  partner  to  bid  more  than 
one,  whereas  five  Spades  demands  a  call  of  two. 
A  player  should  never  force  his  partner,  who 
may  have  a  "  bust,"  to  bid  two  unless  fully  war- 
ranted in  making  that  call  himself  without  en- 
couragement from  the  partner.  Some  players 
construe  an  original  five  Spades  to  mean  help 
in  either  Hearts  or  Royals  and  make  the  bid 
with  a  most  indifferent  holding. 

This  is  really  the  height  of  folly.  The  bid  has 
no  such  significance.  What  it  does  say  is,  "  I 
have   both    makes  and  am  in  doubt  which  to 

(  244  ) 


0  spade  Bids  <^ 

declare."  It  does  not  say,  as  many  appear  to 
think,  "  I  can  help  either  a  Heart  or  Royal,  if 
you  have  such  a  declaration  ";  nor  does  it  con- 
vey any  such  meaning  as,  "  I  have  a  worthless 
hand,  unless  you  happen  to  be  strong  in  one  of 
my  long  suits ;  therefore,  although  the  chances 
are  against  your  having  such  strength,  I  am  de- 
termined to  force  you  to  bid  two,  and  conse- 
quently will  probably  give  the  adversaries  a  few 
hundred,  merely  for  the  purpose  of  demonstrat- 
ing that  I  am  familiar  with  the  high  Spade  bids." 
The  following  hands  show  the  strength  re- 
quired for  an  original  five  Spade  declaration, 
and  also  cases  which  do  not  justify  it.  When 
there  is  sufficient  strength  to  warrant  the  call  it 
is  apt  to  prove  most  effective,  as  even  with  a 
"bust"  the  partner  can  probably  help  one  suit 
more  than  the  other. 

Spades        King,  Queen,  X,  X,  X        A  perfect  example  of  a  five  Spade 
Hearts        Ace,  Knave,  X,  X,  X  bid:  much  safer  than  a  No  Trump. 

Diamonds  None 
Clubs  King,  Knave,  X 

Spades        Ace,  King,  X,  X,  X  Another  sound  example  of  the  bid. 

Hearts        Ace,  Knave,  X,  X,  X 


Diamonds  Ace,  X 
Clubs  X 


(    245    ) 


Auction  Develop?ne?its  ^ 


Spades        King,  Ten,  X,  X,  X  A  border-line  hand.      The  conserv- 

Hearts        Queen,  Knave,  Ten,  X,  X  ative    bidder    would    favor    starting 

Diamonds  Ace,  Knave,  X  with    three    Spades,    but    the    bold 

Clubs  None  player  would  prefer  to  risk  a  call  of 

five. 

Spades        Queen,  Ten,  X,  X,  X  Not  strong  enough  for  five  Spades, 

Hearts        Queen,  Knave,  Ten,  X,  X  but  about  right  for  three. 
Diamonds  Ace,  X,  X 
Clubs          None 

Spades        Knave,  X,  X,  X,  X  Too  weak  for  any  bid  but  one  Spade- 
Hearts        Queen,  X,  X,  X,  X 
Diamonds  Queen,  X 
Clubs           Queen 

Spades        Ace,  Knave,  Ten,  X,  X  Not  a  case  of  doubt ;    the  honors 

Hearts        Ace,  King,  Queen,  Ten,  X  decide  the  question  and  make  it  a 

Diamonds  X,  X  Heart  bid. 
Clubs          Queen 

Spades        Ace,  King,  X,  X,  X,  X  Probably  a  fair  case  of  doubt,  the 

Hearts        Ace,  King,  Queen,  X,  X  extra    Heart    honor    offsetting    the 

Diamonds  X  *  difference  in  length. 

Clubs  Queen 


FIVE  SPADES  CALLED  OVER  A  PARTNER  S  DECLA- 
RATION OF  ONE  CLUB,  ONE  DIAMOND,  OR  ONE 
NO    TRUMP 

The  call  of  five  Spades  over  a  partner's   bid 

of  one  Club,  one  Diamond,  or  one  No  Trump 

is  seldom  used,  but  when   the   hand  does  occur 

which  justifies  such  a  declaration,  it.  is  found  to 

(  246  ) 


0  spade  Bids  <!i> 

be  exceedingly  effective.   Being  made  before  an 
adverse  announcement,  it  has  the  same  signifi- 
cance as  the  original  bid,  viz.,  "  Doubt  between 
Hearts  and  Royals,"   Suppose  the  partner  start 
with  one  Diamond,  and  Declarer  hold  such  a 
hand  as  Ace,  King,  and  three   other    Spades, 
King,  Queen,  Ten,  and  two  other  Hearts,  one 
small  Diamond,  and  two  small  Clubs,  he  should 
not  call   No  Trump  with  a  risk  of  long  Clubs 
being  run  against  him  and  game  almost  sure  in 
the  major  suit  to  which  his  partner  can  give  the 
greater  assistance.    If  he  bid  either  one  Heart 
or  one  Royal,  he  may  not  guess  the  suit  which 
his  partner  can   the   more  effectively  aid.  The 
five  Spade  bid  tells  the  whole  story,  and  ^ives 
the  partner  a  chance  to  select  either  of  the  two 
major  suits.   Of  course,  if  the  origmal   bidder 
have  command  of  the  Clubs  as  well  as  the  Dia- 
monds, and  cannot  aid  either  Hearts  or  Spades, 
he  can  then  jump  Into  a  No  Trump  declaration 
which  under  such  conditions  would   be   more 
profitable,  and  perfectly  safe. 
A  few  examples  follow:  — 

(  247  ) 


Auction  Developments  7 


FIVE    SPADES  OVER    PARTNER'S  BID  OF  ONE  DIAMOND 
OR    CLUB 

Spades        Ace,  Queen,  X,  X,  X  Five  Spades  is  the  only  sound  bid 

Hearts        King,  Knave,  X,  X,  X        with  this  holding. 
Diamonds  X 
Clubs  X,  X 

Spades        King,  Ten,  X,  X,  X  At  first  glance  seems  a  little  weak, 

Hearts        Queen,  Knave,  X,  X,  X      but  as  the  partner  has  shown  strength 

Diamonds  X  the  bid  is  warranted 
Clubs          Knave,  X 

Spades        Queen,  Ten,  X,  X,  X,  X     Not  a  case  of  doubt;  four  Spades 
Hearts        Ace,  King,  X,  X  should  be  bid. 

Diamonds  X 
Clubs         X,  X 


FIVE    SPADES    OVER    PARTNER  S    NO    TRUMP 

The  only  other  five  Spade  bid  with  the 
Heart-Royal  meaning  is  the  case  in  which  the 
partner  has  called  No  Trump,  and  the  declarer 
being  long  in  both  major  suits,  but  defenseless 
in  Diamonds  and  Clubs,  prefers  a  suit  declara- 
tion and  is  in  doubt  which  to  call.  Should  he 
bid  either,  he  will  doubtless  stay  in,  and  it  is,  of 
course,  an  even  guess  whether  he  select  the  suit 
that  his  partner  can  the  more  effectively  aid.  In 
such  a  situation,  rare  though  it  be,  the  five  Spade 
call  is  of  the  greatest  possible  value. 
(  248  ) 


0  spade  Bids  <5b 

A  few  sound  examples  of  the  five  Spade  bid 
over  a  partner's  one  No  Trump  follow  :  — 

Spades         King,  Knave,  X,  X,  X 
Hearts         Queen,  Knave,  X,  X,  X 
Diamonds  X,  X 
Clubs  X 

Spades         Ace,  X,  X,  X,  X 
Hearts        Queen,  Knave,  X,  X,  X 
Diamonds  X,  X,  X 
Clubs  None 

Spades         Knave,  X,  X,  X,  X 
Hearts        Ten,  X,  X,  X,  X 
Diamonds  Queen,  X,  X 
Clubs  None 

The  last  of  the  three  hands  above  given  was 
actually  played.  The  Dealer  had  called  No 
Trump  with  — 

Spades        King,  X 
Hearts        Ace,  King,  Queen 
Diamonds  Ace,  King,  X,  X,  X,  X 
Clubs          X,  X 

In  this  case,  as  the  cards  happened  to  lie,  either 
No  Trump  or  two  Royals  would  have  been 

(  249  ) 


4^  Auction  Developments  V 

badly  beaten,  but  two  Hearts  made  one  trick 
over  game.  The  only  route  by  which  two 
Hearts  could  be  reached  was  the  five  Spade 
call. 

In  this  connection  it  may  be  mentioned  that 
the  partner  having  called  No  Trump,  five 
Spades  should  be  bid  in  every  case  in  which  the 
declarer  holds  five  Royals  and  five  Hearts  of 
equal  or  nearly  equal  strength,  regardless  of 
whether  they  both  contain  high  honors,  medium 
honors,  or  no  honors. 

FIVE    SPADES    AS    A    SECONDARY    BID 

We  now  pass  to  the  consideration  of  the  cases 
in  which  five  Spades  is  used  after  an  adverse 
declaration,  and  for  this  purpose  the  student 
must  obliterate  from  his  memory,  for  the  time 
being,  the  fact  that  five  Spades  has  anything  to 
do  with  a  Heart-Royal  combination.  Once  the 
adversary  speaks  in  the  line  of  attack  the  orig- 
inal meaning  is  wiped  out.  Five  Spades  then 
becomes  a  combination  of  defense  and  offense, 
and  the  message  it  gives  depends  upon  the 
(  250  ) 


0  spade  Bids  <S> 

character  of  the  declaration  after  which  it  is 
called. 

When  the  adversary  bids  one  of  any  suit  and 
the  Declarer  has  strength  in  the  three  remaining 
suits,  but  not  the  length  for  a  declaration  in 
either  Royals  or  Hearts,  a  hand  with  which  he 
would  most  unhesitatingly  and  confidently  de- 
clare No  Trumps,  were  it  not  for  the  fact  that 
he  cannot  stop  the  suit  the  adversary  has  named, 
a  most  valuable  five  Spade  bid  presents  itself. 
In  this  case,  the  Declarer  is  anxious  to  play  No 
Trump,  provided  his  partner  can  take  care  of 
the  adverse  suit,  but  if  his  partner  be  unable  to 
stop  that  suit  he  would  rather  play  whichever 
suit  his  partner  can  most  effectively  assist.  It 
may  be  that  the  partner  can  stop  the  adverse 
suit  if  it  be  led  up  to  him,  but  not  if  it  be  led 
through  him. 

After  an  adverse  suit  bid,  therefore,  the  mean- 
ing of  five  Spades  is, "I  would  have  called  No 
Trump  had  not  this  suit  been  named  by  my 
adversary;  if  you  have  it  stopped,  bid  two 
No  Trumps;  if  not,  two  of  your  strongest 
suit. 

( 251 ) 


♦ 


Auction  Developments 


7 


Two  illustrations  of  this  situation  follow :  — 


The  Hands 

4  Ten,  X,  X,  X 

r  X,  X,  X,  X 

^  Ten,  X 

4b  Ten,  X,  X 


North 

4k 

Ace,  Queen,  X,  X 

4 

King,  Knave,  X 

¥ 

King,  Ten,  X,  X 

West                East 

r 

Queen,  X 

♦ 

Ace,  King,Queen,X 

♦ 

Knave,  X,  X,  X,  X 

♦ 

X 

South 
(Dealer) 

♦ 

King,  X,  X 

4  X,  X 

¥  Ace,  Knave,  X 

♦  X,  X 

4^  Ace,  Queen,  Knave,  X,  X,  X 


The  Dealer  bids  one  Club.  Should  West  call 
No  Trump  the  contract  would  fail  by  one,  but 
by  bidding  five  Spades  he  commands  East  to 
declare  two  No  Trumps  if  he  have  the  Clubs 
stopped  ;  if  not,  two  of  his  best  suit.  East  hav- 
ing the  Clubs  stopped,  if  led  up  to  him,  al- 
though not  if  led  through  him,  bids  two  No 
Trumps  and  scores  an  easy  game. 


(  252  ) 


0 


spade  Bids 


^ 


'TT'^  Hands 

4 

King,  X,  X,  X 

r 

TenX 

♦ 

Ten,  X,  X,  X 

♦ 

King,  X,  X 

North 

4 

Ace,  Queen,  X,  X 

4 

Knave,  Ten,  X 

V 

King,  Queen,  X,  X 

West                 East 

¥ 

Knave,  X,  X,  X 

♦ 

Ace,  King,  Queen,  X 

♦ 

Knave,  X,  X 

♦ 

Ten 

South 
(Dealer) 

♦ 

X,  X,  X 

4 

X,  X 

y 

Ace,  X,  X 

♦ 

X,  X 

♦ 

Ace,  Queen,  Knave, 

A,    X,    X 

The  Dealer  bids  one  Club.  West  has  several 
possible  bids.  Should  he  call  No  Trump,  he 
would  lose  lOO;  should  he  bid  one  Diamond, 
he  would  make  his  contract,  but  not  come  near 
game  ;  should  he  pass  (a  hardly  conceivable  sup- 
position), South  would  make  his  contract;  but 
by  calling  five  Spades,  which  forces  East  to  two 
of  his  longest  suit,  viz.,  Hearts  (he  being  un- 
able to  stop  Clubs),  the  game  is  won. 

The  third  and  last  use  of  five  Spades,  also 
defensive  as  well  as  offensive,  is  after  an  adverse 
No  Trump.   It  has  been  found  by  all  Auction 
(  253  ) 


(^  Auction  De'velopments  S? 

players  that  with  the  weak  No  Trumpers  now 
in  vogue,  it  often  happens  that  an  adversary  of 
the  No  Trump  maker  also  has  a  No  Trump 
hand,  possibly  a  much  more  potent  holding 
than  the  original.  This  situation  is  quite  em- 
barrassing;  suppose  the  Dealer  bid  one  No 
Trump  and  the  Second  Hand  have  five  or  six 
tricks,  but  without  such  commanding  strength 
and  length  in  Hearts  or  Royals  that  he  can  bid 
two  of  either.  If  he  pass,  the  one  No  Trump 
is  sure  to  stand,  and  if  his  partner  have  any 
strength,  he  may  get  a  paltry  50  or  100  pen- 
alty, but  lose  a  chance  for  game  and  rubber. 

On  the  other  hand,  if  he  make  the  bid  uni- 
versally recognized  before  the  introduction  of 
the  high  Spade  Conventions,  viz.,  two  No 
Trumps,  and  his  partner  have  a  "  bust,"  he  is 
apt  to  lose  200  or  300  and  receive  a  lecture  on 
the  subject  of  venturesome  bidding.  If,  how- 
ever, he  bid  five  Spades,  meaning,  "  I  have  a 
No  Trump  also  with  at  least  five  tricks  ;  bid 
two  No  Trumps,  or  two  of  your  best  suit  as- 
you  prefer,"  every  possible  advantage  is  real- 
ized and  the  danger  of  a  heavy  loss  minimized. 

(  254  ) 


0  spade  Bids  4> 

Even  if  the  partner  have  a  "  bust,"  he  must 
have  at  least  one  long  suit,  and  the  partnership 
is  much  better  off  playing  two  of  that  suit  than 
two  No  Trumps.  When  the  Second  Hand  calls 
two  No  Trumps  over  one  No  Trump  by  the 
Dealer,  he  takes  upon  himself  a  serious  contract. 
No  matter  how  weak  the  partner  may  be,  he 
cannot  rescue,  as  to  do  so  he  must  bid  three 
(four,  if  his  suit  be  Clubs),  entirely  too  venture- 
some a  proposition  for  a  "  bust"  hand  to  con- 
sider. 

It  is  quite  true  that,  like  all  other  scientific 
declarations,  this  call  may  be  grossly  abused.  A 
player  holding  a  light  No  Trumper,  with  at 
best  three  or  four  tricks,  who  takes  a  chance 
with  a  five  Spade  declaration  over  an  adverse 
No  Trump,  is  apt  to  meet  the  punishment  he 
thoroughly  deserves.  So,  too,  is  the  Fourth 
Hand  who,  knowing  that  he  has  a  No  Trump 
over  him,  makes  the  bid  without  great  strength. 
It  should  never  be  made  with  less  than  five 
tricks,  but  should  always  be  made  in  preference 
to  bidding  two  No  Trumps  if  the  hand  contain 
less  than  eight  tricks. 

(  255  ) 


<^  Auction  Developments  ^ 

It  is  so  easy  to  misuse  this  bid,  and  when 
this  happens  the  results  are  apt  to  be  so  disas- 
trous, that  incompetent  and  thoughtless  critics 
frequently  cite  it  as  the  one  losing  bid  of  the 
system.  The  truth,  however,  is  that  its  losses 
are  almost  invariably  due  to  inexperience  or 
recklessness,  and  when  properly  handled,  it 
adds  many  a  rubber  to  the  score  of  those  who 
know  when  to  employ  it. 

It  cannot  be  a  losing  proposition,  if  only 
called  into  play  when  holding  a  hand  which 
otherwise  would  demand  a  two  No  Trump  call, 
as  it  is  a  much  safer  declaration. 

A  few  examples  follow  of  hands  which  would 
justify  five  Spades  Second  Hand  over  a  Dealer's 
No  Trump. 

Holding  Bid 

Spades        K.ing,  Knave,  X,  X  In  the  event  of  the  partner  bidding 

Hearts        Ace,  Queen,  X,  X  two    Diamonds,    this    hand    should 

Diamonds  Queen,  X  call  two  No  Trumps. 
Clubs          King,  Knave,  X 

Spades        Ace,  Knave,  X,  X  In  the  event  of  the  partner  bidding 

Hearts        Ace,  Queen,  X,  X  two  Clubs,  this  hand  should  call  two 

Diamonds  Ace,  (^ueen,  X,  X  No  Trumps.     In  both  this  case  and 

Clubs  X  its   predecessor,   it   is    important    to 

give  the  partner  the   chance  to  bid 
two  Royals  or  Hearts. 

(     256     ) 


0  spade  Bids  4>  . 

The  following  was  given  as  a  "query  hand" 
in  the  Auction  department  of  a  New  York 
paper  :  — 

With  score,  27-20 — rubber  game.  Dealer 
bids  one  No  Trump. 

Second  Hand  holds  — 

Spades         King,  Queen,  Ten,  X 
Hearts        Ace,  King,  X,  X 
Diamonds  Queen,  Ten,  Nine,  X 
Clubs  X 

The  query  was  what  should  be  bid.  The 
answers  were  about  evenly  divided  between  two 
Royals  and  two  Hearts,  although  some  favored 
passing. 

The  editor  (an  expert  writer  and  player) 
favored  Royals,  as  that  suit  contamed  an  extra 
honor,  and  if  high  Spades  are  not  to  be  con- 
sidered, few  will  question  his  judgment. 

Analyzing  the  case  from  the  five  Spade  stand- 
point, it  will  be  found  that  two  in  any  suit  will 
win  the  game.  The  game  is  most  probable  if 
the  partner's  long  suit  be  Diamonds,  Hearts,  or 
Royals  if  he  select  the  trump,  but  if  the  Second 
(  257  ) 


C>  Auction  Developments  V 

Hand  attempt  to  guess  and  pick  his  partner's 
weakness,  he  will  almost  surely  go  down.  If  the 
Second  Hand  call  two  Royals  (his  best  guess),  it 
is  practically  sure  that  the  partner  cannot  over- 
bid. 

Should  five  Spades  be  declared  and  the  part- 
ner name  Diamonds,  Hearts,  or  Royals,  the 
situation  would  be  easy,  but  even  if  he  bid  two 
Clubs,  the  Second  Hand  can  then  safely  call  two 
No  Trumps,  or  if  he  be  a  conservative  bidder 
with  a  sound  partner  can  say  two  Diamonds. 
This  bid  would  mean,  "When  I  said  five 
Spades,  1  told  you  I  had  a  No  Trump  also ; 
but  your  Club  bid  does  not  suit  me;  I  much 
prefer  either  of  the  other  three  suits  ;  let  the 
Diamond  alone  if  you  are  stronger  in  that  than 
in  either  Hearts  or  Spades,  but  if  you  prefer 
Hearts  or  Rovals  to  Diamonds,  sav  so." 

With  such  a  bid  a  clever  Fourth  Hand  would 
mark  the  Second  Hand  as  holding  four  Dia- 
monds, four  Hearts,  four  Spades,  and  one  Club. 
This  would  be  practically  certain,  as  a -five- card 
suit  would  have  been  called  at  once.  With  this 
knowledge,  the  Fourth  Hand  on  his  second  bid 
(  258  ) 


0  spade  Bids  ^ 

cannot  go  wrong  and  the  height  of  science  in 
informative  bidding  has  been  achieved. 

THE    BIDS    OF    SIX    AND    SEVEN    SPADES 

The  bids  of  six  and  seven  Spades  are  so  simi- 
lar that  they  can  best  be  considered  together. 
As  has  been  previously  suggested,  any  confusion 
between  these  bids  can  be  overcome  by  the 
simple  expedient  of  remembering  that  seven 
Spades  is  of  necessity  the  highest  Spade  bid  pos- 
sible and  that  it  represents  the  highest  possible 
combination  hand,  viz.,  one  which  warrants  a  call 
of  either  No  Trumps  or  Royals  and  makes  the 
Declarer  uncertain  which  to  select.  Following 
out  the  same  line  of  thought,  it  is  easy  to  remem- 
ber that  next  to  the  highest  combination,  viz., 
doubt  between  No  Trumps  and  Hearts,  is  indi- 
cated by  six  Spades,  the  next  to  the  highest 
Spade  declaration. 

After  the  mind  once  grasps  this  idea,  the 
meaning  of  six  and  seven  Spades  can  never  be 
forgotten.  Just  as  with  all  other  high  Spade  bids, 
a  little  practice  in  the  use  of  six  and  seven 
Spades  greatly  simplifies  the  question  and  makes 
(  259  ) 


^  Auction  Developments  S? 

comparatively  easy  a  subject  that  at  the  start 
impresses  many  players  as  being  so  complicated 
that  the  task  of  mastering  it  appears  almost 
hopeless. 

Unfortunately  for  the  "plus  score"  of  a 
player,  original  calls  of  six  and  seven  Spades  are 
not  of  frequent  occurrence.  They  are  only  made 
when  the  Declarer  is  in  doubt  whether  to  start 
with  a  No  Trump  or  with  one  of  the  two  major 
suits. 

What  is  meant  by  being  in  doubt  can  prob- 
ably best  be  explained  by  giving  a  few  ex- 
amples. Before  so  doing,  however,  it  seems  ad- 
visable to  call  attention  to  a  common  Auction 
characteristic  that  deserves  consideration. 

The  first  object  of  every  player  should  be, 
if  his  hand  warrant  it,  to  name  a  declaration 
which  insures  game;  if  he  cannot  do  that  he 
should  try  to  give  his  partner  such  information 
that  he  may  be  able  to  assume  intelligently  the 
role  of  "  Bidder  in  Chief."  In  spite  of  this,  a 
remarkable  trait  is  possessed  by  many  other- 
wise brilliant  players,  viz.,  that  most  prevalent 
desire  to  bid  a  weak  No  Trump  in  preference 
(  260  ) 


0  spade  Bids  * 

to  a  strong  declaration  in  one  of  the  two  game- 
going  suits. 

There  are  a  number  of  explanations  for  this: 
—  it  is  a  much  easier  task  to  get  every  possible 
trick  out  of  a  hand  played  without  a  Trump  than 
it  is  when  questions  of  ruffing  have  to  be  con- 
sidered ;  the  No  Trump  is  the  highest  and  most 
spectacular  declaration  and  some  players  seem 
so  greatly  to  enjoy  starting  a  hand  with  that  an- 
nouncement that  with  any  possible  excuse  for 
so  doing  they  cannot  resist  the  temptation. 

This  commentis  not  aimed  at  the  poor  player; 
he  is  naturally  and  properly  extremely  timid  in 
his^original  calls,  but  is  intended  rather  for  those 
who,  while  they  may  not  have  had  the  benefit 
of  a  wide  Auction  experience,  have,  by  reason 
of  their  admitted  superiority  over  the  others 
with  whom  they  cross  swords  in  their  respective 
club  or  social  games,  become  recognized  as  local 
authorities. 

How  often  do  we  hear  such  players  announce 

the  doctrine  that  in  nine  hands  out  often  game 

can  only  be  reached  from  a  love  score  via  the 

No   Trump  route.    This   idea    became  firmly 

(  261  ) 


c^  Auction  Developments  Z> 

lodged  in  the  minds  of  these  players  during  the 
days  of  the  old  count,  and  as  they,  although 
brilliant  exponents,  are  not  really  students  of 
the  game,  they  have  never  analyzed  the  present 
situation.  They,  of  course,bid  Hearts  or  Royals 
with  a  big  hand  when  they  have  notice  as  to 
which  is  the  adversaries'  suit  and  realize  that 
they  cannot  stop  it ;  but  originally,  regardless 
of  the  strength  or  length  of  their  Spade  or  Heart 
holding,  it  is  always  "  No  Trump  "  if  they  have 
three  suits  stopped. 

It  seems  strange  that  players  of  this  caliber 
do  not  calculate  upon  the  basis  that  it  only  takes 
ten  tricks  to  go  game  in  a  Heart  or  a  Ro^al, 
while  it  requires  nine  in  a  No  Trump;  that  a 
long  adverse  suit  is  often  run  against  a  No 
Trump,  and  yet  this  disaster  cannot  overthrow 
a  strong  Heart  or  Royal ;  that  unless  the  Hearts 
or  Spades  be  "  solid,"  the  small  cards  may  prove 
trick-takers  if  a  suit  be  declared,  yet  worthless 
at  No  Trump. 

How  often  is  a  No  Trump  bid  by  the  Dealer, 
two  of  some  suit  called  by  an  adversary,  and 
then  either  the  Dealer  or  his  partner  bids  two 
(  262  ) 


0.  spade  Bids  ^ 

Hearts  or  Royals  and  wins  a  handsome  game. 
After  this  play  comes  off,  we  hear  some  such 
self-congratulatory  remark  as,  "  It  is  a  good 
thing  we  had  sense  enough  to  shift  from  No 
Trump  to  Hearts  ;  it  would  have  been  a  frost 
at  No  Trump." 

Having  thus  patted  himself  on  the  back,  the 
self-satisfied  player  proceeds  to  bid  No  Trump 
on  the  next  hand  if  the  conditions  be  the  same, 
never  realizing  that  he  will  not  have  the  oppor- 
tunity of  making  his  skillful  shift  to  his  game- 
going  suit  unless  one  of  his  adversaries  be  kind 
enough  to  bid. 

It  is  not  all  one-sided,  however,  and  the 
"blind"  No  Trump  bidder  may  hit  it  exactly 
right.  It  may  be  that  his  partner  can  help  a  No 
Trump  by  filling  up  the  weak  places  and  cannot 
materially  assist  a  particular  suit.  If  the  partner 
have  considerable  strength  in  Diamonds  or 
Clubs,  his  hand  is  apt  to  aid  a  No  Trumper 
much  more  than  it  will  either  Hearts  or 
Royals. 

It  therefore  becomes  evident  that  with  any 
of  the    holdings    given   below   it  is   a  gamble 
(  263  ) 


<^  Auction  Developments  7 

whether  it  be  better  to  play  the  hand  with  or 
without  a  trump.  The  partner  can  easily  decide, 
but  unless  he  be  advised  as  to  the  status  of  the 
situation  the  chances  are  that  he  will  not  be 
strong  enough  to  intervene. 

When  a  Dealer  bids  one  No  Trump,  his  part- 
ner with,  for  example,  a  single  Club  or  Diamond 
and  four  Hearts  or  Spades,  cannot  call  two 
Hearts  or  Royals.  Yet  under  such  conditions 
the  hand  might  result  in  a  Small  Slam  if  the  suit 
in  question  be  the  trump  and  yet  perchance  only 
an  odd  in  the  No  Trump.  Similarly,  if  the  Dealer 
seize  the  other  horn  of  his  dilemma  and  name 
his  long  suit,  he  may  find  his  partner  weak  in 
'that  suit,  but  not  quite  strong  enough  to  call 
No  Trump  over  a  game-going  suit,  and  the 
chance  of  scoring  an  easy  game  at  No  Trump 
may  promptly  vanish. 

A  few  cases  in  which  a  serious  doubt  exists 
follow:  — 

Spades         Ace,  Queen,  X 
Hearts        King,  Knave,  X,  X,  X 
Diamonds  Ace,  X,  X 
Clubs  Queen,  Kna\'e 

(   264  ) 


0  spade  Bids  ^ 

Spades         Ace,  King,  Queen,  X 
Hearts         King,  Knave,  X 
Diamonds  Ace,  Queen,  X 
Clubs  Queen,  X,  X 

Spades         King,  Ten,  X,  X,  X 
Hearts         Ace,  King,  Queen 
Diamonds  Ace,  Knave,  X 
Clubs  Queen,  Knave 

Spades         King,  X 

Hearts        Queen,  Knave,  Ten,  X,  X 

Diamonds  Ace,  Queen 

Clubs  King,  Knave,  X,  X 

Any  player  could  continue  this  list  of  ex- 
amples indefinitely,  and  if  his  memory  be  good 
could  give  many  such  instances  from  personal 
experience. 

The  bids  of  six  and  seven  Spades  eliminate 
this  doubt,  this  chance  of  making  the  wrong 
guess. 

The  new  system  puts  the  situation  up  to  the 
partner,  who  knows  and  who  in  practically  one 
hundred  per  cent  of  the  cases  gets  it  right. 

The  full  message  sent  across  the  table  by  six 
or  seven  Spades  is  about  as  follows :  "  I  have 
(  265  ) 


(^  Auction  Developments  ^ 

long  Spades  (if  I  bid  7),  long  Hearts  (if  I  bid 
6),  and  a  No  Trump  holding.  My  long  suit  is 
not  necessarily  established  or  nearly  established. 
My  hand,  however,  is  sufficiently  strong  to  jus- 
tify forcing  you  to  bid  two  in  either  declaration, 
and  as  I  am  in  serious  doubt  whether  we  had 
better  play  this  hand  with  or  without  a  trump, 
I  am  'bridging'  the  decision  by  passing  it  to 
you. 

It  will  be  noticed  that  six  and  seven  Spades 
can  be  bid  with  hands,  which,  by  reason  of  the 
absence  of  both  the  Ace  and  King  of  the  long 
suit,  would  not  justify  either  a  Heart  or  Royal 
as  an  original  call ;  in  any  such  case  when  the 
strength  is  not  sufficient  to  justify  demanding 
that  the  partner  bid  two,  the  wiser  start  is  three 
or  four  Spades,  but  any  hand  which  has  the 
strength  to  warrant  a  bid  of  two  by  the  De- 
clarer, in  the  event  of  his  partner  failing  to  assist 
him,  justifies  an  original  six  or  seven  Spades. 

It  is  axiomatic  that  with  six  and  seven  Spades, 
just  as  has  already  been  fully  explained  in  the 
matter  of  the  original  five  Spade  bid,  there  must 
be  a  real  doubt. 

(  266  ) 


0  spade  Bids  * 

When  either  declaration  is  clearly  indicated 
as  distinctly  more  advantageous  than  the  other, 
it  is  a  mistake  to  use  high  Spades.  In  the  first 
place,  the  partner  is  misled,  and,  in  the  second, 
under  these  circumstances,  if  the  partner  be  very 
weak  (a  condition  quite  probable  and  for  which 
full  allowance  must  be  made),  he  has  at  best  a 
bad  choice.  When  the  partner  cannot  materially 
help  either  declaration,  it  is,  of  course,  impor- 
tant, if  the  original  Declarer  have  more  strength 
in  one  than  the  other,  that  the  stronger  be 
played. 

Suppose  a  player  with 

Spades         Ace,  King,  Queen,  Ten,  X,  X 
Hearts         Ace,  X,  X 
Diamonds  King,  X,  X 
Clubs  X 

should  call  seven  Spades,  it  is  almost  certain 
that  his  partner  cannot  help  Royals,  so  with  a 
little  Heart  and  Diamond  strength  he  will  have 
to  bid  two  No  Trumps;  yet  the  hand  might  go 
down  at  No  Trump,  but  be  good  for  four  Roy- 
als with  potential  honors. 
(  267  ) 


(^  Auction  Developments  S? 

This  is  not  a  case  of  doubt,  it  is  a  self-evi- 
dent Royal  declaration. 

WHO    MAY    MAKE    THESE    BIDS 

Six  and  seven  Spades  to  indicate  their  re- 
spective combination  meanings,  may  be  bid  by 
the  Dealer,  by  any  player  over  one  Spade, 
by  a  player  over  partner's  suit  (in  which  case 
the  call  generally  indicates  weakness  in  that 
suit),  and  over  an  adversary's  one  in  a  suit. 
When  the  bid  is  over  an  adverse  suit,  such 
suit  must  be  thoroughly  stopped  ;  otherwise 
five  Spades  or  one  of  the  major  suits  should 
be  called. 

Theoretically  six  or  seven  Spades  can  be 
called  over  an  adverse  No  Trump,  but  the 
holding  which  warrants  such  a  declaration  is  so 
very  unusual  that  serious  consideration  of  this 
situation  seems  totally  unnecessary. 

Over  partner's  one  No  Trump,  however,  six 
and  seven  Spades  come  into  play  more  fre- 
quently and  are  of  greater  value  than  in  any 
other  situation. 

(  268  ) 


0  spade  Bids  <^ 


THE    MOST    IMPORTANT    PART    OF    THESE    BIDS 

Every  player  will  remember  innumerable 
occasions  when,  after  his  partner  has  called  No 
Trump,  he,  being  able  to  aid  the  No  Trump, 
and  having  five  or  more  Hearts  or  Spades,  has 
been  in  grave  doubt  whether  to  take  out  the 
No  Trump  or  allow  it  to  stand. 

In  such  case  if  the  original  Declarer  be  with- 
out strength  in  the  suit  in  question,  the  No 
Trump  will  be  the  better,  but,  on  the  other 
hand,  if  he  have  aid  for  the  suit  and  both  hands 
are  without  a  stopper  in  some  undisclosed  ad- 
verse suit,  a  sure  game,  had  the  suit  been  called, 
is  lost  by  the  policy  of  silence.  The  Third  Hand, 
however,  realizes  that  should  he  bid  two  Hearts 
or  Royals,  his  partner  cannot  go  to  two  No 
Trump,  if  the  make  do  not  suit  him,  as  it  may 
be  a  trickless  rescue. 

It  is  from  situations  just  such  as  this  that 
the  expression,  "  Too  strong  to  take  you  out," 
originated.  "  Auction  of  To-Day  "  character- 
ized this  expression  as  unfortunate,  and  ad- 
vocated taking  out  with  strength  whenever 
(  269  ) 


♦  Auction  Developments  S? 

the  danger  of  solid  adverse  Clubs  or  Diamonds 
threatened. 

For  several  years  experts  have  watched  this 
situation  closely,  and  the  best  opinion  now 
seems  to  be  that  it  is  pretty  nearly  an  even 
thing  whether  or  not  such  a  take-out  will 
work  well. 

The  bids  of  six  and  seven  Spades,  however, 
completely  meet  the  situation. 

When  the  partner  has  material  assistance,  it 
does  not  do  the  least  harm  to  force  the  original 
No  Trump  bidder  to  two  of  whichever  declara- 
tion he  prefers  after  learning  the  details  con- 
cerning his  partner's  strength.  As  he  will  play 
the  hand,  anv  weakness  of  his  original  bid  will 
not  be  exposed,  and  he  will  not  feel  that  his 
partner  is  trying  to  deprive  him  of  the  privilege 
and  pleasure  of  playing  the  dummy. 

Furthermore,  and  this  is  one  of  the  impor- 
tant features  of  the  system,  two  Hearts  or  two 
Royals  must  hereafter,  when  called  by  a  skilled 
Declarer,  assume  a  new  meaning.  Formerly,  for 
most  players,  such  a  bid  said,  "  I  may  be  taking 
you  out  with  strength  or  weakness;  use  your 
(  270  ) 


0  spade  Bids  <^ 

judgment,  whether  to  let  my  declaration  stand 
or  call  two  No  Trumps."  Now  such  a  bid  is 
a  positive  averment  to  about  this  effect:  "I 
am  satisfied  this  hand  should  not  be  played  at 
No  Trump,  and  I  am  letting  you  know  that  I 
cannot  help  your  No  Trump.  If  you  go  back 
to  it,you  do  so  entirely  on  the  strength  of  your 
own  hand,  and  in  spite  of  my  energetic  waving 
of  the  red  flag."  This  positive  information, 
which  may  now  be  given  by  two  Hearts  or  two 
Royals,  is  one  of  the  most  valuable  parts  of  the 
system. 

Of  course  it  was  not  to  be  expected  that  all 
the  features  of  a  bid  of  this  complicated  charac- 
ter would  at  first  be  fully  and  generally  appre- 
ciated. 

Some  writers  have  interpreted  six  and  seven 
Spades  as  showing  weakness  in  the  other  of  the 
major  suits.  Such  weakness  is  quite  possible, 
but  not  necessarily  implied  by  the  bid.  For  ex- 
ample, the  Dealer  bids  No  Trump,and  the  Third 
Hand  holds  five  Hearts  headed  by  King,  Knave, 
and  the  Ace  and  King  of  Spades.  Of  course  this 
will  help  the  No  Trump,  and  is  also  a  power- 
(  271  ) 


4>  Auction  Developments  ^ 

ful  Heart  holding ;  so  it  is  a  six  Spade  call,  but 
it  does  not  negative  Spade  strength.  On  the 
other  hand,  with  the  same  Heart  holding,  only 
one  small  Spade,  and  the  Ace  and  King  of 
Clubs,  the  bid  would  be  the  same;  it  therefore  is 
obvious  that  it  does  not  make  any  definite  show- 
ing regarding  strength  or  weakness  in  the  other 
major  suit. 

Another  error  that  has  appeared  is  the  state- 
ment that  the  bid  of  six  or  seven  Spades  shows 
strength  in  Hearts  or  Spades  only,  as  with  any 
other  strength  the  hand  should  pass  one  No 
Trump. 

The  theory  that  a  hand  with  strength  in  more 
than  one  suit  should  never  overbid  a  partner's 
No  Trump  must  emanate  from  a  mind  that  has 
not  seriously  studied  the  possibilities  of  the  sit- 
uation, but  as  it  has  been  given  to  the  public, 
it  requires  some  attention. 

Take  such  a  holding  as  — 

Spades         Ace,  X,  X,  X,  X 
Hearts         King,  Knave,  X 
Diamonds  King,  X,  X,  X,  X 
Clubs  None 

(    272   ) 


0  spade  Bids  ^ 

The  partner  has  bid  one  No  Trump.  He 
may  hold,  for  example:  — 

Spades         King,  Queen,  Knave 
Hearts         Ace,  Queen,  X,  X 
Diamonds  Ace,  Queen,  X,  X 
Clubs  X,  X 

In  which  case  there  would  almost  certainly  be 
a  Grand  Slam  in  Royals,  but  probably  not  more 
than  one  odd  (possibly  not  that)  at  No  Trump; 
yet  our  thoughtless  friends  would  say  that  such 
a  hand  is  "  too  strong  for  a  take-out." 

That  theory  might  be  sound  were  high  Spades 
unknown  ;  now,  however,  the  maximum  degree 
of  success  is  attainable  in  every  hand  and  seven 
Spades  unquestionably  should  be  bid  with  such 
a  holding.  This  clearly  proves  the  absurdity  of 
the  contention  that  the  bid  should  show  strength 
in  Spades  alone. 

For  years  Auction  thinkers  have  tried  to  find 
some  plan  to  distinguish  between  the  strength 
and  weakness  take-out ;  these  bids  have  com- 
pletely solved  the  problem. 

Many  experts  consider  the  bids  of  six  and 
seven  spades  over  the  partner's  No  Trump  the 

(  273  ) 


4^  Auction  Developments  7 

most  valuable  of  the  Spade  System.  Let  us 
see  how  they  work  in  actual  play.  Suppose,  for 
example,  the  partner  of  the  original  No  Trump 
declarer  hold  such  a  hand  as  — 

Spades        Ace,  King,  Queen,  X,  X 
Hearts        King,  X,  X 
Diamonds  X,  X,  X 
Clubs         X,  X 

Under  the  old  system,  not  having  either 
Diamonds  or  Clubs  stopped,  he  would,  un- 
less of  a  most  venturesome  temperament,  bid 
two  Royals ;  but  his  partner  may  have  de- 
clared No  Trump  with  strong  Diamonds  and 
Clubs,  a  stopper  in  Hearts,  and  only  one  small 
Spade. 

In  that  case,  if  the  adverse  Spades  be  banked 
in  one  hand,  the  game,  which  would  have  been 
sure  had  the  No  Trump  been  allowed  to  stay, 
becomes  most  improbable  with  the  Royal  dec- 
laration, and  yet  unless  the  original  No  Trump 
declarer  can  distinguish  that  the  partner's  call 
indicates  strength  and  is  not  a  rescue,  he  cannot, 
in  the  face  of  a  possible  warning,  risk  two  No 
Trumps. 

(  274  ) 


0  spade  Bids  <^ 

On  the  other  hand,  the  partner  of  the  original 
No  Trump  maker,  with  the  holding  above 
mentioned  may  allow  the  No  Trump  to  stand, 
considering  himself  too  strong  to  bid,  and  the 
original  No  Trump  may  have  been  made  with 

Spades         Knave,  Ten,  X,  X 
Hearts        Ace,  Queen,  X,  X 
Diamonds  Ace,  King,  Knave,  X 
Clubs  Knave 

In  this  case  it  is  almost  certain  that  if  the 
No  Trump  remain  the  adversaries  will  run  five 
or  more  Club  tricks  before  the  Declarer  can  ob- 
tain the  lead ;  and  a  hand  with  which  at  Royals 
a  big  game  is  certain  and  a  Slam  possible, 
tallies  only  an  infinitesimal  score  at  No  Trump. 

Innumerable  instances  of  this  character  occur 
in  actual  play.  Examples  without  limit  can  be 
given,  but  one  more  will  doubtless  suffice :  Sup- 
pose the  Dealer  bid  No  Trump  ;  Second  Hand 
pass, and  Third  Hand  hold  — 

Spades         Ace,  Knave,  X 
Hearts         King,  X,  X,  X,  X 
Diamonds  None 
Clubs  King,  Queen,  X,  X,  X 

(  275   ) 


4>  Auction  Developments  ^ 

This  hand  renders  great  assistance  to  the  No 
Trump,  yet  if  the  original  Declarer  cannot  stop 
the  Diamonds,  it  is  of  the  utmost  importance 
that  the  declaration  be  changed  to  Hearts. 

The  No  Trump  bidder  may  have  any  of  the 
holdings  given  below;  in  all  these  cases  he 
would  have  called  No  Trump.  In  order  that 
the  marked  differences  may  be  noted,  the  pro- 
bable results  are  given:  — 

NUMBER    OF    TRICKS    PROBABLY    WON    BY    COMBINED 
HANDS 


Hand 

of  No  Trump  Declarer 

At  No  Trump 

At  Hearts 

Spades 

Queen,  X,  X 

Hearts 

Queen,  Knave,  Ten,  X 

7  or  8 

II  or  12 

Diamond: 

5  Ace,  X 

Clubs 

Ace,  Knave,  Ten,  X 

Spades 

King,  Queen,  X,  X 

Hearts 

Ace,  Queen,  Knave 

7 

»3 

Diamonds  Knave,  X 

Clubs 

Ace,  Knave,  X,  X 

Spades        King,  Queen,  X,  X 

Hearts        X  12  lo  or  Icsi. 

Diamonds  Ace,  King,  Queen 

Clubs  Ace,  X,  X,  X,  X 

With  a  hand  of  the  strength  mentioned,  the 
partner  having  called  No  Trump,  the  chances 
are  that  game  will  be  made  with  either  declara- 

(  276  ) 


0  spade  Bids  <^ 

tion,  but  the  object  is  to  obtain,  if  possible,  the 
Slam  and  higher  honor  score. 

When  the  partner  of  the  No  Trump  bidder 
is  weaker,  the  game  is  apt  to  hinge  on  playing 
whichever  declaration  the  better  suits  the  com- 
bined hands. 

The  new  scheme  enables  its  users  to  get  it 
right  every  time. 

ANOTHER    MEANING 

So  much  for  six  and  seven  Spades  when  used 
in  any  case  except  over  an  adverse  two  Clubs 
or  two  Diamonds.  This  is  the  only  situation 
in  which  these  bids  do  not  mean  Hearts  or 
Royals,  combined  with  No  Trump  strength. 

When  an  adversary  has  bid  two  Diamonds  or 
two  Clubs  and  the  Declarer  holds  strength  in 
the  three  remaining  suits  but  no  stopper  in  the 
adverse  suit  (the  situation  with  which,  had  the 
adverse  bid  been  one  Diamond  or  Club,  five 
Spades  would  be  the  call),  it  is  advantageous  to 
have  the  high  Spade  overbid  show  the  situation 
as  to  all  three  suits  without  indicating  any  one. 
In  this  case,  with  great  Heart  or  Royal  strength 

(  ^11  ) 


(^  Auction  Developtnents  7 

two  of  the  strong  suit  can  be  called,  so  six  or 
seven  Spades  to  indicate  one  particular  suit  and 
a  No  Trump  is  not  required. 

The  same  situation  arises  more  frequently 
and  is  of  much  more  importance  when  the  part- 
ner has  bid  one  No  Trump  and  an  adversary 
overcalled  with  two  Diamonds  or  Clubs.  Help 
for  the  No  Trump  without  a  stopper  in  the 
adverse  suit,  presents  a  difficulty  which  the  pro- 
posed call  solves. 

Two  instances  follow  in  which  this  bid  was 
used  in  important  games  in  the  West. 

The  Dealer  held  — 

Spades         King,  Knave,  X 
Hearts         Ace,  Knave,  X,  X 
Diamonds  X,  X 
Clubs  King,  Knave,  X,  X 

He  bid  a  No  Trump  and  it  was  passed  up  to 

the   Fourth   Hand,  who  called  two  Diamonds. 

The  Dealer  passed  and  his  partner,  who  held  — 

Spades         Queen,  X,  X,  X 
Hearts         King,  Queen,  X,  X 
Diamonds  X 
Clubs  Ace,  Queen,  X,  X 

called  seven  Spades. 

(  278  ) 


0  spade  Bids  £^ 

The  Dealer  then  jumped  to  two  Hearts  and 
won  an  easy  game. 

Had  the  Third  Hand  made  the  old  call  of  two 
No  Trumps,  arguing  that  with  his  strength  the 
Dealer  must  stop  the  Diamonds,  the  contract 
could  not  have  been  made,  as  the  Fourth  Hand 
had  six  Diamonds. 

The  other  case  is  equally  interesting.  The 
Dealer  called  a  No  Trump,  Second  Hand  two 
Clubs,  and  Third  Hand  held  — 

Spades         King,  X,  X,  X 
Hearts         King,  Knave,  X 
Diamonds  Ace,  Knave,  X,  X 
Clubs  X,  X 

He  bid  six  Spades.  The  Dealer  having  the 
Clubs  stopped,  took  out  with  two  No  Trumps, 
going  game. 

These  situations  may  not  often  arise,  but 
when  they  do,  full  advantage  should  be  taken 
of  the  benefits  conferred  by  the  new  system 
upon  those  who  know  how  to  use  it. 


(  279  ) 


4=  Auction  Developments  ^ 


THE    WHOLE    SPADE    SYSTEM    CONSIDERED 

The  reader  whose  love  of  scientific  Auction 
has  been  sufficient  to  induce  him  to  follow  all 
of  the  above  must  have  reached  the  inevitable 
conclusion  that  the  Spade  bids  are  bound  to 
prove  of  material  assistance  to  those  who  use 
them  wisely. 

As  a  matter  of  fact,  but  one  practical  objec- 
tion has  been  advanced  against  them.  It  is  that, 
because,  in  some  cases,  they  necessitate  exposing 
the  strong  hand,  they  simplify  the  play  of  the 
adversaries.  This,  of  course,  does  not  apply  to 
the  secondary  bids  of  five,  six,  and  seven  Spades 
over  a  partner's  No  Trump,  but  at  first  glance 
it  appears  to  be  a  serious  objection  to  the  use  of 
most  of  the  Spade  calls.  Experience,  however, 
has  demonstrated  that  loss  to  the  Declarer  does 
not  frequently  result  from  this  cause.  The  fact 
that  the  weak  hand  is  concealed  in  many  cases 
affords  an  opportunity  for  obtaining  an  extra 
trick  by  a  ruff  or  some  other  play  not  possible 
had  it  been  exposed.  Furthermore,  as  the  player 
of  the  closed  hand  has  selected  the  declaration, 
(  280  ) 


0  spade  Bids  6^ 

even  though  it  has  been  suggested  by  his  part- 
ner, the  adversaries  must  always  be  in  doubt  as 
to  his  exact  strength.  In  the  long  run,  therefore, 
it  is  probable  that  at  least  as  many  tricks  will 
be  taken  with  the  strong  hand  exposed. 

A  Western  expert,'  whose  ability  and  keen 
perception  none  would  dare  to  question,  writes 
on  this  subject  as  follows  :  "  With  the  weak 
trump  hand  concealed  instead  of  exposed,  it 
sometimes  requires  considerable  cleverness  on 
the  part  of  the  adversaries  to  determine  when 
the  Declarer  is  working  to  set  up  a  ruff  in  the 
dark  hand,  and  to  thwart  his  purpose  by  lead- 
ing trumps.  Preventing  this  ruff  in  the  con- 
cealed weak  trump  hand  was  a  most  delightful 
play  in  the  old  game  of  Bridge,  but  with  the  ad- 
vent of  Auction  it  was  practically  eliminated  until 
the  new  Spade  bidding  returned  it  in  full  force." 

It,  therefore,  seems  that  the  only  practical 
objection  to  the  Spade  bids  may  be  answered 
just  as  easily  as  those  of  an  ethical  character. 

In  order  that  these  bids  may  be  readily  com- 
pared, the  table  on  pp.  282-84  is  given. 
'   Mr.  Bryant  McCampbell,  of  St.  Louis. 
(   281    ) 


♦  Auction  Developments  7 


ORIGINAL  SPADE   BIDS 

Bid 
One  Spade. 

Meaning                                 Example  of  Hand 
No  other  declaration.           Spades       Queen,  X,  X 
Hearts        Knave,  X,  X 
Diamonds  X,  X,  X,  X 
Clubs         King,  X,  X 

Two  Spades.    The  high  card    strength  Spades        Ace,  King,  X,  X 

which  would  warrant  one  Hearts        X,  X 

Royal  but   not   sufficient  Diamonds  Ace,  X,  X,  X 

length,    can    help    either  Clubs  X,  X,  X 

Royals  or  No  Trumps. 

Three  Spades.  Five  or  more  Hearts  with-  Spades        King,  Knave,  X 

out  the  Ace  and  probably  Hearts        Queen,  Knave,  X,  X, 
without    the    King,    but  X,  X 

with     some      additional  Diamonds  Ace,  X,  X 

strength.  Clubs  X 

Four  Spades.     Five    or     more     Spades  Spades       Knave,   Ten,   X,  X, 
without  the  Ace  and  prob-  X,  X 

ably   without  the    King,  Hearts        Ace 

but  with  some  additional  Diamonds  King,  X,  X 

strength.  Clubs  King,  X,  X 

Five  Spades.      Declarer  in  doubt  whether  Spades        Ace,  King,  Ten,  X,  X 

to  bid  Royals  or  Hearts.  Hearts        Ace,    Queen,  Knave, 

X,  X 
Diamonds  X 
Clubs  King,  X 

Six  Spades.        Declarer  in  doubt  whether  Spades        Ace,  X 

to    bid     Hearts    or     No  Hearts        Ace,  King,  Ten,  X,  X 

Trump.  Diamonds  Ace,  King,  Queen,  X 
Clubs  Knave,  X 

Seven  Spades.    Declarer  in  doubt  between  Spades        Ace,  King,  X,  X,  X 

No  Trump  and  Royals.  Hearts        King,  Queen,  X 


Diamonds  Queen,  X 

Clubs  Ace,  Queen,  Ten 


(  ^82  ) 


0  spade  Bids  * 


SECONDARY   SPADE   BIDS 

Bid  Called  O-ver         Meaning  Example  of  Hand 

Five  Spades.  Partner'sClub,  Declarer  in  Spades  King,  Queen,  Ten 
Diamond    or  doubt  whetlier  X,  X 

No  Trump.       to  bid  Hearts   Hearts       Ace,  Queen,  Ten, 
or     Roy  a  Is.  X,  X 

This  call  shows  Diamonds  X 
weakness    in  Clubs  X,  X 

Clubs  and  Dia- 
monds. 

Five  Spades.     Adverse  Club,   Strength  in  all  (Clubs,  adverse  suit) 

Diamond,   the  suits  except  Spades        Ace,  Queen,  Ten 
Heart        or  that  bid  by  the  Hearts        King,  Queen,  Ten 
Royal.  adversary.  Diamonds  Ace,  King,  X,  X 

Clubs         X,  X,  X 

Five  Spades.     Adverse  No  A  No  Trump  Spades       Ace,  Queen,  X 
Trump.  also    with    at  Hearts        King,  Knave,  X 

least  five  sure  Diamonds  Ace,  King,  Queen 
tricks.  Clubs         X,  X,  X,  X 

Six  Spades.       Partner's    No   Help  for  a  No  Spades        King,  Queen,  X 

Trump.  Trump    and   Hearts       Ace,    Queen,     X, 

also    a    Heart  X,  X 

make.  Diamonds  Queen,  X,  X 

Clubs         X,  X 

Six  Spades.       Partner'sClub,  No    help    for        (Clubs,  Partner's  Suit) 
Diamond    or  partner's  suit.   Spades        King,  Knave,  X 
Royal.  but    assistance  Hearts       Ace,  Queen,  Ten, 

for  a  No  Trump,  X,  X 

and    a    Heart  Diamonds  Ace,  X,  X,  X 
make.  Clubs         X 

Six  Spades.  Adverse  two  Help  for  a  No  Spades  King,  Ten,  X,  X 
Clubs  after  Trump, but  no  Hearts  Queen,  Knave,  X, 
partner's    one  Club  strength.  X 

No  Trump.  Diamonds  Ace,  Ten,  X,  X 

Clubs         X 


(    283    ) 


4>  Auction  Developments  S? 


SECONDARY   SPADE    BIDS  —  Continued 

Bid  Called  O-ver  Meaning  Example  of  Hand 

Six  Spades.  Adverse  two  Considerable  Spades  Ace,  King,  Knave 
Clubs,  partner  strength  in  all  Hearts  King,  Queen,  X,  X 
not  having  suits  except  Diamonds  Ace,  Queen,  Ten 
declared.  Clubs. 

Clubs  X,  X 

Seven  Spades.  Partner's    No  Help  for  a  No  Spades        Ace,    King,    Ten, 
Trump.  Trumpand  X,  X 

also    a    Royal  Hearts        King,  X 
make.  Diamonds  Queen,  Ten,  X 

Clubs  Knave,  Ten,  X 

Seven  Spades.  Partner's  Club,  No    help    for         (Clubs,  Partner's  Suit) 

Diamond      or  partner's  suit.  Spades        King,  Knave,  Ten, 
Heart.                but    assistance  X,  X 

for  a  No  Trump  Hearts       Queen,  Knave,  X 

and    a    Royal  Diamonds  King,  Ten,  X 

make.  Clubs  X,  X 

Seven  Spades.  Adverse     two  Help  for  a  No  Spades        Ace,  X,  X 

Diamondsafter  Trump,    but  Hearts       Queen,  Ten,  X 

partner's    one  no    Diamond   Diamonds  X,  X,  X 

No  Trump.       strength.  Clubs  King,  Ten,  X,   X 

Seven  Spades.  Adverse     two  Considerable  Spades        Ace,  Queen,  X,X 

Diamonds,   strength  in  all  Hearts        King,  Queen,  X,X 

partner    not  suits     except  Diamonds  X 

having     de-   Diamonds.  Clubs  Ace,  King,  X,  X 

Glared. 


THE    DEFENSE    AGAINST    SPADE    BIDS 

There  is  little  to  be  said  regarding  the  de- 
fense against  the  Spade  bids ;  about  the  only 
question  to  consider  is  whether  the  player  to  the 
(  284  ) 


0  spade  Bids  6^ 

left  of  the  Spade  bidder  should  invariably  pass, 
thus  forcing  upon  the  partner  the  task  of  tak- 
ing out,  or  whether  he  should  make  any  bid  his 
hand  justifies.  The  answer  to  this  does  not  seem 
difficult:  the  Spade  declarations  when  made  by 
a  sound  bidder  can  be  easily  overcalled,  so  it  is 
a  great  mistake  for  an  opponent  to  expect  that 
task  to  prove  troublesome.  When  the  holding 
of  the  opponent  is  so  strong  that  he  is  confident 
that  the  bidding  W\\\  not  reach  too  high  a  figure 
for  him  to  declare  on  the  next  round,  it  is  just  as 
well  to  wait  for  the  take-out ;  but  if  he  have  any 
doubt  on  this  point  it  is  much  wiser  for  him  to 
bid  at  once,  rather  than  not  at  all,  if  for  no 
other  reason  because  his  partner  is  apt  to  be  the 
leader,  and  will,  by  the  bid,  be  given  valuable 
information  for  his  lead. 

DOUBLING    THE    SPADE    BIDS 

A  double  by  the  player  to  the  left  of  a  bidder 
of  more  than  one  Spade  is,  as  a  rule,  foolish.  It 
merely  allows  the  partner  of  the  Spade  bidder 
to  pass  if  he  so  desire  (indicating  thereby  great 
weakness)  and  gives  the  original  bidder  with 
(  285  ) 


<^  Auction  Developments  ^ 

this  information  the  chance  of  taking  himself 
out. 

Some  players  believe  in  doubling  to  indicate 
the  Ace  or  good  stoppers  in  the  suit  suggested 
by  the  bid  (this  convention  would  work  easily 
in  every  case  except  the  original  call  of  five 
Spades,  when  two  suits  are  suggested  ;  with  that 
bid  it  would  presumably  mean  both  stopped) ; 
but  the  wisdom  of  this  practice  is  doubtful,  as 
that  particular  information  is  more  apt  to  be  of 
value  to  the  opponents  than  to  the  partner. 
Cases  might  arise,  however,  in  which  a  bidder 
felt  sure  that  it  would  be  the  part  of  wisdom 
to  make  this  announcement,  and  it  is,  there- 
fore, just  as  well  to  give  the  double  that 
meaning. 

SUMMARY 

So  much  for  the  Spade  bids.  It  is  believed 
that  in  the  foregoing  pages  they  have  been  fully 
and  fairly  submitted  to  the  Auction-playing 
public.  It  is  now  for  each  player  to  decide  for 
himself  whether  he  wishes  to  avail  himself  of 
the  benefits  of  the  system. 


PART   V 


PART  V 

QUESTIONS  OF  DECLARATION  UPON  WHICH 
THE  DOCTORS  DISAGREE 

It  is  only  natural  that  any  subject  as  compli- 
cated as  the  declaration  in  Auction  should  pro- 
duce certain  differences  of  opinion  even  among 
players  of  the  highest  class  and  writers  of  stand- 
ard textbooks. 

Our  various  schools  of  medicine,  our  widely 
divergent  political  doctrines,  and  our  totally  dis- 
similar religious  beliefs  all  include  among  their 
supporters  earnest  and  sincere  advocates  of 
some  particular  theory,  many  of  whom  are  in- 
clined to  be  more  or  less  intolerant  regarding 
the  views  of  others. 

So  it  is  in  the  little  world  of  the  scientific 
card-player.  In  Whist,  advocates  of  the  differ- 
ent schools  of  "longs"  and  "shorts"  battled 
for  years  regarding  the  advantages  of  their  re- 
spective fads,  and  at  least  one  disputed  question 
in  Bridge  (the  proper  lead  when  a  No  Trump 
(  289  ) 


4>  Auction  Developments  S? 

is  doubled  by  the  partner)  is  as  far  from  being 
settled  to-day  as  it  was  when  the  first  discussion 
arose  concerning  it. 

It  is  therefore  really  remarkable  that  in  the 
comparatively  new  game  of  Auction  there  should 
not  be  more  pronounced  differences  of  expert 
opinion  than  exist  to-day.  Had  Duplicate  Auc- 
tion been  played  more  extensively  the  chances 
are  there  would  be  even  fewer  points  unsettled. 
Duplicate  results  are  apt  to  furnish  the  most 
convincing  proof  that  a  certain  system  is  a  losing 
plan  and  that  the  arguments  which  support  it 
are  fallacious. 

Of  course,  no  one  would  contend  that  the 
outcome  of  any  one  deal  or  game  is  at  all  con- 
clusive, but  when  a  series  of  duplicate  contests 
result  in  a  steady  line  of  defeats  for  players  who 
have  adopted  some  particular  system,  unless 
they  are  matched  against  opponents  of  greater 
ability,  it  is  safe  to  conclude  that  there  is  some- 
thing radically  wrong  with  the  system  employed 
or  the  method  of  applying  it. 

It  is  the  sincere  hope  of  all  real  lovers  of 
Auction  that  the  near  future  will  witness  a  great 
(  290  ) 


0  ^estions  of  Declaration  ♦ 

growth  in  the  amount  of  duplicate  play.  In 
that  way  the  game  will  attain  its  highest  devel- 
opment, and  some  topics  that  otherwise  would 
continue  indefinitely  to  be  the  subject  of  discus- 
sion will  soon  be  permanently  settled. 

In  the  mean  time  every  Auction  player  should 
try  to  consider  each  new  proposition  in  a  broad- 
minded  manner  and  should  attempt,  regardless 
of  first  impressions,  to  appreciate  any  advantage 
it  may  contain. 

There  is  doubtless  much  to  be  said  in  the 
line  of  sound  argument  upon  both  sides  of 
most  of  the  few  questions  upon  which  Auction 
opinion  is  at  present  divided.  The  quickest  way 
to  settle  these  differences  and  to  place  all  Auc- 
tion players  on  the  same  platform,  is  to  analyze 
the  various  theories. 

It  is  believed  that  the  examination  of  these 
questions  may  prove  of  general  interest,  as  there 
are  many  skilled  players  who  have  heard  only 
one  side  of  some  of  the  various  controversies, 
and  have  met  only  those  who  have  looked  at 
these  propositions  through  the  same  kind  of 
spectacles.  They  have  therefore  failed  to  realize 
(  291   ) 


4>  Auction  Developments  ^ 

that  there  maybe  sound  argument  on  the  other 
side,  and  that  able  exponents  of  the  game  in 
some  other  section  of  the  country  may  be  earnest 
followers  of,  and  believers  in,  some  totally  dif- 
ferent system. 

The  various  prominent  questions  of  declara- 
tion upon  which  the  doctors  disagree  will,  there- 
fore, be  taken  up  seriatim,  the  only  exception 
being  the  Spade  bids.  That  subject  would  be 
included  under  this  head  had  it  not  required  so 
much  space  that  it  has  been  accorded  separate 
consideration.' 

The  other  questions  which  seem  to  be  the 
disputed  topics  of  the  day  are:  — 

(i)  Should  a  bid  of  one  Spade  be  taken  out 
by  the  adversaries  ? 

(2)  Should  Clubs  and  Diamonds  be  bid  ori- 
ginally with  short  strong  suits? 

(3)  Are  preemptive  bids  advantageous? 

(4)  Should  players  behind  on  the  score  win 
what  must  be  a  losing  rubber? 

'   See  pages  185-286. 
(    292    ) 


0  ^estions  of  Declaration  4>. 

(5)  Should  the  "  Nullo "  declaration  be  added 
to  the  game  of  Auction? 

Taking  up  these  questions  in  order  we  come 
first  to 

SHOULD    A    BID    OF    ONE    SPADE    BE    TAKEN    OUT 
BY    THE    ADVERSARIES? 

It  was  originally  contended  that  when  the 
Dealer  calls  one  Spade,  the  Second  Hand  should 
not  bid,  as  the  Third  Hand  may  be  unable  to 
take  his  partner  out;  and  that  the  Fourth  Hand 
also  should  pass  one  spade,  as  he  has  a  good 
chance  of  scoring  a  bonus  of  100,  which  is  al- 
most certainly  more  than  he  would  tally  by  de- 
claring. The  soundness  of  the  latter  proposition 
must  at  once  be  conceded,  since  even  as  large 
a  score  as  40  for  tricks  and  30  for  honors  only 
amounts  to  70. 

This  theory  of  declaration  apparently  disre- 
gards the  value  of  a  game,'  and  the  difference 
between  winning  and  losing  a  rubber  —  in  other 
words,  between  receiving   250  and  presenting 

'  See  pages  1 1 1-14. 
(   293  ) 


<^  Auction  Developments  S? 

250.  Its  advocates  have  claimed  that  nothing  is 
lost  by  its  adoption,  and  as  a  demonstration  of 
their  position  have  asked,  "  Would  you  sooner 
win  one  500  or  100  five  times?"  The  answer 
to  this  appears  simple.  The  player  who  risks 
surrendering  500  to  win  100  cannot  be  sure 
that  he  will  get  four  more  chances  to  repeat  this 
coup.  The  500,  once  won,  is  entered  on  the 
score  and  the  partnership  closed  with  a  profit ; 
the  100  repeated  five  times  still  leaves  the  play- 
ers who  have  held  cards  which  might  have  won 
two  rubbers  with  an  open  account  which  may 
subsequently  be  closed  at  a  loss. 

Furthermore,  it  is  not  a  certainty  that  the  100 
will  be  obtained  merely  because  a  Spade  is  left 
in  ;  the  Dealer  or  his  partner  may  have  long, 
weak  Spades  and  other  strength  sufficient  to 
take  six  or  seven  tricks,  and  thus  either  reduce 
the  penalty  fifty  per  cent  or  eliminate  it  alto- 
gether. 

Suppose  we  figure  upon  the  basis  of  each  suc- 
cessive Dealer  and  his  partner  holding  weak 
cards  for  twelve  consecutive  deals,  so  that  in 
every  one  of  these  twelve  deals  it  is  possible  for 

•       (  294  ) 


0  ^estions  of  Declaration  <!i> 

the  opponents  to  score  game  and  estimate  that 
three  times  out  of  four  the  opponents,  if  they 
allow  the  Spade  to  stand,  will  score  lOO,  and  on 
the  remaining  occasion  will  tally  50.  To  com- 
plete the  computation  we  will  again  call  the 
winning  hand  worth  70. 

We  will  suppose  that  the  first  Dealer  is  al-' 
lowed  to  play  his  Spade,  but  that,  when  oppor- 
tunity offers,  he  prefers  to  take  game,  and  that 
this  procedure  is  continued  for  twelve  deals.  At 
the  end  of  that  time  the  first  Dealer  would  have 
won  three  rubbers,  averaging  over  200  points, 
and  lost  none.  He  would,  therefore,  with  even 
cards  have  gained  a  net  total  of  over  600.  On 
the  other  hand,  if  both  sides  play  with  a  desire 
to  take  in  a  rubber  when  the  cards  permit,  the 
score  for  the  twelve  deals  would  be  even. 

It  has  become  so  evident  that  this  policy  of 
throwing  away  a  game  in  order  to  score  100  is 
losing  doctrine  that  of  late  practically  all  of  its 
supporters  have  amended  and  materially  im- 
proved their  platform.  Now  they  advise  either 
the  Second  or  Fourth  Hand  to  bid  over  one 
Spade  withagame  hand,  but  contend  that  neither 

(  295  ) 


(i>  Auction  T)evelop?7ients  ^ 

should  ever  say  anything  but  "  Pass,"  unless  the 
declaration  practically  insure  the  winning  of  the 
game. 

This  scheme,  while  much  more  attractive  than 
the  plan  that  preceded  it,  has  its  drawbacks. 
Suppose, for  example,  the  Second  Hand  hold 
Spades         Knave,  Ten,  X 
Hearts         Queen,  X 
Diamonds  Queen,  X 
Clubs  Ace,  King,  X,  X,  X,  X 

He  must  not  bid,  because,  according  to  author- 
ities advocating  this  doctrine, "  The  Second  Hand 
must  positively  pass,  unless  he  can  take  game  in 
the  hand.  He  should  never  bid  against  a  one 
Spade  opening  under  any  other  circumstances." 
Now  let  us  suppose  that  the  Fourth  Hand, 
upon  the  one  Spade  coming  up  to  him  find  in 
his  hand:  — 

Spades         Ace,  X 

Hearts        Ace,  X,  X 

Diamonds  King,  X,  X,  X 

Clubs  Queen,  X,  X,  X 

With   such  a   holding  he  is   about  six  tricks 
short  of  the  game  as  far  as  his  own  cards  are  con- 
(  296  ) 


0  ^estions  of  Declaration  <i^ 

cerned.  Had  his  partner  shown  the  strength 
of  his  hand  by  bidding  one  Club,  a  game  in  No 
Trump  would  seem  probable,  but  with  his  part- 
ner passing,  the  Fourth  Hand  also  must  fish  for 
that  lOO  points.  With  such  a  hand  the  oppor- 
tunity to  score  a  game  at  No  Trump  is  lost  by 
the  procedure  suggested,  and  it  is  possible  that 
there  may  not  be  any  penalty  gained  in  return. 
Every  player  of  experience  can  remember  hun- 
dreds of  such  hands.  The  possibilities  are  with- 
out limit.  One  more  example  will  doubtless 
suffice.  If  the  Second  Hand  hold  — 

Spades         Ace,  X 
Hearts         King,  X,  X,  X 
Diamonds  Queen,  Knave,  X 
Clubs  Ace,  X,  X,  X 

—  he  has  a  fine  No  Trump  call,  but  is  about  five 
tricks  short  of  game;  if  he  pass,  his  partner 
with  — 

Spades         King,  X 
Hearts        Queen,  X,  X 
Diamonds  Ace,  Ten,  X,  X,  X 
Clubs  Queen,  X,  X 

(   297   ) 


4^  Auction  Developments  S? 

—  also  well  short  of  game  as  far  as  his  own  hand 
goes,  must  do  the  same  ;  and  once  more  a  golden 
opportunity  is  thrown  away  for  the  chance  of 
making  lOO.  If  the  Second  Hand  bid  over  one 
Spade  with  the  same  freedom  that  a  Dealer 
declares,  his  partner  can  judge  with  accuracy 
whether  a  game  be  possible,  but  if  he  be  not  per- 
mitted to  declare  unless  he  have  a  sure  game,  we 
are  nearly  back  at  the  old  position. 

This  seems  to  demonstrate  that  the  doctrine 
of  not  bidding  permits  a  game  worth  125  or 
250'  plus  a  trick  and  honor  score,  aggregating 
approximately  70,  to  be  thrown  away  for  the 
mere  chance  of  making  100.  Giving  up  195  or 
320  for  a  possible  return  of  100  is  not  a  sound 
proposition  and  is  not  likely  to  attain  any  great 
degree  of  popularity. 

There  are,  however,  lessons  to  be  learned  from 
the  theory  under  consideration.  Its  advocates 
have  hit  upon  a  valuable  idea,  but  have  over- 
developed it. 

Even  among  the  best  players,  we  often  see  a 
Fourth   Hand  bid  over  one  Spade  and  fail  to 
'   See  pages  1 1 1  -14. 
(    298   ) 


0  ^estions  of  Declaration  ^ 

cross  the  goal-line.  If  at  the  end  of  the  play  his 
partner  remark,  as  perchance  24  and  16  are  en- 
tered on  the  scoresheet,  "We  could  have  made 
100  by  letting  the  Spade  stand,"  the  response 
comes  back,  "  I  would  sooner  have  24  toward 
the  game."  With  this  doctrine  many  will  at  first 
agree,  but  it  does  not  prove  itself  sound  when 
submitted  to  a  practical  test.  Recent  experimen- 
tation has  shown  that  having  a  score  does  not 
often  affect  the  result  of  the  game.^ 

It,  therefore,  seems  that  the  advantage  of 
scoring  anything  less  than  game  is  not  of  great 
importance,  and  that  the  advocates  of  the  theory 
we  have  been  analyzing  are  right  in  preferring 
to  take  the  chance  of  winning  a  penalty  of  100 
rather  than  declaring  with  a  hand  that  cannot  go 
game.  (Of  course,  this  does  not  apply  when  the 
Fourth  Hand  holds  potential  honors.) 

In  addition,  it  must  be  remembered  that  there 
is  always  a  chance  that  a  "foxy"  Dealer  has 
called  a  Spade  with  a  strong  hand,  and  that  the 
Fourth  Hand  in  bidding  is  playing  his  oppo- 
nent's game. 

'  See  page  433. 
(    299   ) 


(^  Auction  Developments  7 

The  conclusion  to  be  reached  from  all  this 
reallv^  seems  to  be  comparatively  plain.  The 
Second  Hand  should  bid  over  one  Spade  in 
every  case  in  which  if  Dealer  he  would  declare 
anything  better  than  one  Spade.  If  the  Second 
Hand  can  be  relied  upon  to  do  this,  the  Fourth 
Hand  can  and  should  always  follow  the  advice 
of  the  non-bidding  school  and  allow  one  Spade 
to  stand  unless  he  hold  cards  which  will  proba- 
blv  produce  game,  even  if  aided  only  by  the 
slight  assistance  that  may  be  expected  from  a 
partner  who  has  passed. 

Should  this  prove  to  be  a  satisfactory  solution 
of  this  question,  Auction  players  before  passing 
it  by  as  an  incident  that  is  closed  should  express 
their  appreciation  of  the  good  work  done  by 
those  who  have  realized  that  it  is  absurd  for  the 
Fourth  Hand  always  to  try  for  game.  While,  it 
is  doubtless  true  that  the  remedy  which  these 
doctors  have  prescribed,  namely,  the  suppres- 
sion of  both  Second  and  Fourth  Hand  bids,  is 
far  more  fatal  than  the  disease  they  have  tried 
to  cure,  they  have  nevertheless  pointed  out  a 
weakness  in  the  prevalent  method  of  declaration 

(  300  ) 


0  ^estions  of  Declaration  <*> 

which  can  easily  be  eHminated  by  the  use  of  a 
portion  of  the  original  prescription. 


SHOULD    DIAMONDS    AND    CLUBS    BE    BID    ORI- 
GINALLY   WITH    SHORT    STRONG    SUITS 

One  of  the  most  discussed  topics  of  modern 
Auction  is  whether  a  Diamond  or  Club  should 
be  declared  originally  with  a  short  strong  suit. 
This  question  arises  very  frequently,  with  hands 
which  seem  too  strong  for  a  one  Spade  call. 
A  few  examples  follow. 

Spades         X,  X,  X,  X 
Hearts        X,  X,  X,  X 
Diamonds  King,  Queen,  X 
Clubs  Ace,  King 

Spades        X,  X,  X 
Hearts         King,  Knave,  X 
Diamonds  Ace,  Queen,  Knave 
Clubs         X,  X,  X,  X 

Spades        X,  X,  X 
Hearts         X,  X,  X,  X 
Diamonds  Ace,  King,  X 
Clubs  Ace,  Queen,  X 

(  301    ) 


(i>  Auction  Developments  S? 

Spades  X,  X,  X,  X 

Hearts         X,  X,  X 
Diamonds    King,  X,  X 
Clubs  Ace,  King,  Queen 

The  further  question  of  whether  a  bid  should 
be  made  with  a  four-card  suit  headed  by  Ace 
and  King  seems  to  be  almost  a  part  of  the  pro- 
position under  consideration.  Examples  of  this 
character  of  hands  follow :  — 

Spades         X,  X,  X 
Hearts         Queen,  X,  X,  X 
Diamonds  Ace,  King,  X,  X 
Clubs  X,  X 

Spades  X,  X,  X 
Hearts  X,  X,  X 
Diamonds  X,  X,  X 
Clubs  Ace,  King,  Knave,  X 

These  hands  all  present  interesting  proposi- 
tions, and  it  is  much  harder  to  bid  one  Spade 
when  they  are  actually  held  than  it  is  to  read 
them  over  and  decide  that  to  be  the  correct  open- 
ing call.  , 

In  this  connection  it  is  well  to  review  a  little 
Auction  history. 

(  302  ) 


0  ^estions  of  Declaration  <§) 

In  the  days  of  the  old  count,  the  value  of  the 
two  black  suits  was  inconsiderable,  and  while 
Diamonds  were  then  worth  as  much  as  Clubs 
are  to-day,  the  higher  valuation  of  the  No  Trump 
reduced  the  fighting  qualifications  of  all  suits, 
and  consequently  Diamonds  were  not  recognized 
as  real  competitors  in  the  declaration. 

The  vast  majority  of  hands  were  played  with- 
out a  trump,  and  in  almost  all  that  escaped  that 
fate  the  final  declaration  was  Hearts.  Diamonds 
and  Clubs  were  played  almost  as  infrequently 
as  Spades  are  to-day,  and  all  suits  except  Hearts 
were  therefore  regarded  from  a  bidding  stand- 
point merely  as  invitations  for  a  No  Trump, 
guaranteeing  high  cards  in  the  suit  named.  Ex- 
cept when  a  Heart  was  bid  the  possibility  of 
carrying  the  suit  originally  declared  to  high  fig- 
ures was  never  considered,  and  the  question  of  its 
length  did  not  in  any  way  affect  its  availability 
as  an  original  declaration. 

When  the  present  count  superseded  its  pre- 
decessor, it  was  at  first  diflicult  for  many  play- 
ers and  some  writers  to  appreciate  that  a  new 
game  had  been  created.     The  potential  quali- 

(  303  ) 


(^  Auction  Developments  S? 

fications  of  Royals  and  Hearts  at  once  became 
apparent,  and  it  was  also  self-evident  that  Dia- 
monds and  Clubs  could  be  effectively  used  as 
"  forcers  "  ;  but  having  been  trained  for  years  to 
consider  the  lower  valued  suits  as  of  use  merely  in 
the  initial  bidding,  the  first  tendency  of  players, 
writers,  and  teachers  was  to  announce  that  Royal 
and  Heart  calls  suggested  that  the  declaration 
be  not  changed,  while  Diamond  or  Club  bids 
were  merely  the  old  No  Trump  invitation. 

Gradually,  as  players  became  more  familiar 
with  the  workings  of  the  count  of  to-day,  they 
began  to  find  out  that  with  short  (i.e.,  three  or 
less)  Diamonds  or  Clubs,  no  matter  how  high 
they  might  be,  it  was  dangerous  to  call  that  suit, 
as  the  partner  was  apt  to  be  deceived  by  the 
absence  of  length. 

Of  course,  if  the  partner  be  able  to  go  to  No 
Trump,  a  bid  with  such  a  hand  as  any  one  of 
the  four  given  on  pages  301,  302  works  satis- 
factorily, but  quite  the  opposite  result  very 
frequently  happens. 

The  situation  narrows  itself  down  about  as 
follows  :  — 

(  304  ) 


0  ^estions  of  Declaration  <5> 

If  the  bid  from  short  high  Diamonds  or  Clubs 
enable  the  partner  to  call  No  Trump,  it  may 
be  advantageous;  but  when  an  adverse  suit  which 
the  partner  cannot  stop  prevents  that  declara- 
tion,orwhen  the  partner's  hand  is  better  adapted 
for  pushing  the  suit  named  than  for  shifting,  it  is 
absolutely  vital  that  he  should  be  able  to  feel  sure 
that  the  original  call  has  been  made  with  length. 

It  may  be  conceded  that  the  first-named  sit- 
uation occurs  more  frequently  than  the  other  two, 
but  the  benefit  of  the  information,  in  that  case, 
is  comparatively  slight.  It  is  almost  impossible 
to  conceive  a  Third  or  Fourth  Hand  holding 
with  which  that  player  would  be  obliged  to  pass 
if  the  Dealer  or  Second  Hand  have  shown 
strength  which  would  be  able  to  go  game  aided 
by  a  declaration  of  the  character  we  are  consid- 
ering. If  the  holder  of  short  strong  Diamonds 
or  Clubs  by  the  opening  declaration  fail  to  an- 
nounce his  strength,  and  his  partner  be  able  to 
declare,  he  is  then  in  a  fine  position  and  nothing 
is  lost  by  the  original  undervaluation. 

It  may  be  asserted,  as  the  result  of  careful 
attention  given  to  this  question  ever  since  the 

(  305  ) 


(i>  Auction  Developments  S? 

adoption  of  the  present  count,  that  the  practice, 
with  hands  of  this  character,  if  Dealer,  of  bid- 
ding one  Spade,  if  second  Hand,  of  passing  one 
Spade,  rarely  if  ever  results  in  a  serious  loss.' 
On  the  other  hand,  it  cannot  be  questioned  that 
the  possibility  that  the  Diamond  or  Club  may 
have  been  called  from  a  short  suit  is  bound 
to  handicap  the  Third  or  Fourth  Hand  when 
advancing  his  partner's  declaration. 

There  are  innumerable  instances  in  which  it  is 
of  the  greatest  importance  for  the  success  of  the 
partnership  that  the  two  minor  suits  be  bid  as 
high  as  five  or  even  six.  Statistics  show  how 
often  Diamond  and  Club  makes  produce  games. ^ 
While  they  are  sometimes  called  the  non-game- 
producing  bids,  there  are  many  hands  with  which 
a  game  can  only  be  won  with  a  minor  suit  the 
trump.  On  page  127  a  hand  is  given  worth  a 
Grand  Slam  at  Clubs  but  only  eight  tricks  at 
No  Trump,  although  the  adverse  suit  is  stopped. 
This,  while  exceptional,  shows  that  in  a  certain 

•  The  writer  has  never  encountered  or  had  called  to  his 
attentian  a  loss  of  any  consequence  produced  by  this  cause. 
2  See  page  43. 

(    306    ) 


0  ^estions  of  Declaration  * 

character  of  situations  the  minor  suits  are  of 
value  viewed  from  a  game-going  standpoint. 

The  great  advantage  of  bidding  up  Diamonds 
and  Clubs,  however,  is  not  the  games  which 
may  result,  but  the  amazing  frequency  with 
which  being  able  to  go  as  high  as  four  Clubs  or 
Diamonds  forces  the  adversaries  to  a  contract 
beyond  their  power  to  fulfill. 

There  is  a  great  difference  between  allowing 
an  adversary  to  score  i6  or  i8  and  putting  him 
down  50  or  more;  in  many  cases  the  only  way 
the  latter  result  can  be  accomplished  is  by  bid- 
ding up  a  minor  suit. 

It  is  not  safe  to  advance  these  suits  unless  the 
original  declaration  has  been  made  by  an  ortho- 
dox bidder  who  can  be  depended  upon  not  to 
declare  with  a  short  suit,  even  if  it  contain  the 
strongest  possible  combination,  namely.  Ace,* 
King,  Queen. 

With  any  such  extraordinary  holding  as  — 

Spades        X,  X,  X 
Hearts        X,  X,  X,  X 
Diamonds  Ace,  King,  Queen 
Clubs  Ace,  King,  Queen 

(   307   ) 


<^  Auction  'Developments  7 

—  a  No  Trump  would  doubtless  be  warranted 
the  unusual  strength  in  the  two  suits  making  uj 
for  the  absence  of  the  stopper  in  the  third. 

With  such  a  hand  a  call  of  one  of  either  suit 
provided  it  be  a  minor,  would  not  be  a  seriou: 
offense,  as  the  strength  in  the  other  might  pro 
perly  be  held  sufficient  to  compensate  for  th( 
absence  of  length.  A  hand  of  this  kind,  how 
ever,  is  a  freak,  and  with  freaks  rules  of  deck 
ration  may  be  varied;  it  is  too  strong  to  risl 
opening  with  one  Spade,  as  that  declaratioi 
might  be  allowed  to  stand,  but,  as  stated  above 
it  is  a  case  in  which  it  is  probably  less  dangerous 
and  more  productive  to  break  the  rule  not  t( 
bid  No  Trump  without  three  suits  stopped  thar 
to  disregard  the  wise  doctrine  which  forbids  ar 
original  declaration  from  a  short  suit. 
•  One  of  the  most  able  writers  who  ever  handlec 
an  Auction  pen  has  attempted  to  distinguist 
between  Diamonds  and  Clubs,  advocating  tha 
the  former  should  not  be  called  unless  the  sui 
have  length,  but  that  the  latter  be  bid  wit! 
either  a  short  or  long  high  suit.  It  is  a  litth 
hard  to  follow  the  reasoning  which  support! 
(  308  ) 


0  ^estions  of  Declaration  <^ 

such  a  theory.  From  a  game-going  viewpoint 
the  two  suits  are  on  a  parity,  as  in  either  five 
odd  (eleven  tricks)  wins  the  game ;  as  a  forcer 
of  the  opponents,  the  Diamond  has  a  slight 
advantage,  in  three  cases,  namely  :  — 

A  bid  of  Three  Diamonds  beats  two  No 
Trumps;  it  takes  four  Clubs  to  accomplish  the 
same  task. 

Four  Diamonds  overbids  three  Royals;  it 
requires  five  Clubs  to  top  27. 

Five  Diamonds  is  superior  to  four  Hearts, 
while  the  Club  bidder  has  to  contract  for  a 
Small  Slam  to  overcall  32. 

That,  however,  is  the  total  of  the  practical 
difference,  and  is  not  nearly  sufficient  to  justify 
so  marked  a  distinction. 

The  diflference  between  the  suits  is  not  suf- 
ficient to  warrant  one  being  treated  as  a  game- 
goer,  the  other  as  a  mere  indicator.  If  Clubs  are 
to  be  used  only  as  an  invitation,  they  can  no 
longer  be  bid  up  by  the  partner,  and  the  plan  to 
make  them  a  fighting  suit,  which  caused  their 
advance  in  value  from  4  to  6,  will  fail.  Against 
this  all  modern  players  who  have  realized  the 

(  309  ) 


4^  Auction  Developments  S? 

possibilities  of  the  present  count  will  earnestly 
protest.  Clubs  should  be  a  real  factor  in  th( 
declaration,  and  the  player  who  attempts  t( 
eliminate  them  will  find  the  practice  expensive 

The  question  of  when  to  declare  a  mino 
four-card  suit  must  obviously  be  determined  b] 
its  strength.  There  must  be  sufficient  high-care 
holding  to  compensate  for  the  material  differ 
ence  that  the  absence  of  a  fifth  card  makes  in  th( 
availability  of  a  suit.  Of  course  it  may  be  enun 
ciated  as  a  general  principle,  that  a  suit  to  be  de 
clared  originally  should  consist  of  at  least  fiv< 
cards  ;  but  there  are  numerous  four-card  excep 
tions,  and  some  players  believe  that  there  shouk 
be  more  four-card  suit  bids,  with  a  minor  sui 
which  invites  a  shift,  than  with  a  major  which  ex 
presses  a  desire  to  be  let  alone. 

That  there  is  sound  common  sense  in  thi: 
theory  none  will  deny,  and  yet  the  distinction 
if  it  be  drawn  at  all,  must  be  so  fine  that  i 
does  not  seem  worth  while.  It  certainly  simpli 
fies  the  proposition  to  have  exactly  the  sam( 
holding  warrant  a  call  of  one,  regardless  whethe: 
the  suit  be  Royal  or  Clubs,  and  in  the  long  rur 

(  310  ) 


0  ^estions  of  Declaration  <^ 

this  plan  will  be  found  to  work  more  satisfactorily 
than  any  other  as  it  produces  fewer  differences 
between  partners.' 

'  For  a  full  consideration  of  the  question  of  the  strength  and 
length  required  for  a  suit  declaration,  see  Auction  of  To- Day, 
pages  31-37;  special  attention  is  called  to  the  paragraph  reading: 
"As  a  general  rule,  five  is  the  minimum  length  with  which 
a  suit  should  be  declared,  but  with  great  strength,  such  as  Ace, 
King,  Knave,  Ace,  Queen,  Knave,  or  King,  Queen,  Knave, 
in  the  suit,  coupled  with  another  Ace  ;  or  a  King  and  Queen 
(of  the  same  suit),  a  bid  with  a  four-card  combination  may  be 
ventured.  A  four-card  suit,  headed  by  Ace,  King,  Queen,  may 
be  called  without  other  strength.  A  short  suit  should  never  be 
bid  originally  regardless  of  its  strength.  Even  the  holding  of 
Ace,  King,  Queen  does  not  justify  the  naming  of  such  a  suit." 
This  doctrine  may  be  supplemented  by  the  statement  that 
a  four-card  suit  headed  by  Ace,  King,  accompanied  by  another 
Ace,  King,  should  be  bid,  such  a  hand  as  — 

Spades        X,  X,  X 

Hearts        Ace,  King,  X 

Diamonds  X,  X,  X 

Clubs  Ace,  King,  X,  X 

is  too  strong  to  pass.  Some  players  might  venture  a  No 
Trump  with  it,  but  a  Club  would  be  safer.  Of  course,  with 
any  combination  which  might  pass  as  an  excuse  for  a  Spade  or 
Diamond  stopper,  such  as  Knave,  X,  X,  X,  a  No  Trump 
would  be  thoroughly  warranted. 

(311) 


(^  Auction  Developme?its  ^ 

ARE    PREEMPTIVE    BIDS    ADVANTAGEOUS? 

The  question  of  whether  preemptive  bids 
are  advantageous  has  become  of  very  considera- 
ble importance  since  the  adoption  of  the  count 
now  in  use. 

A  preemptive  bid  may  be  defined  as  any  un- 
necessarily high  declaration,  as  for  example  two 
or  three  Royals  (instead  of  one)  as  an  original 
call  ;  a  bid  of  two  Hearts  over  partner's  one 
Heart ;  or  a  bid  of  three  Diamonds  over  an  ad- 
verse call  of  one  No  Trump. 

As  the  score-sheet  does  not  produce  greater 
reward  for  the  player  who  bids  three  and  makes 
three  than  for  the  player  who  bids  one  and 
makes  three,  and  as  the  higher  declaration  natur- 
allv  increases  the  hazard  of  the  contract,  it  is 
foolish  to  bid  more  than  the  lowest  amount  pos- 
sible unless  there  be  some  other  purpose  to  ac- 
complish by  so  doing. 

The  so-called  preemptive  bid  has  three  such 
objects  :  — 

(i)  It  gives  valuable  information  to  the  partner 
concerning  the  trick-taking  character  of 

(  312  ) 


0  ^estions  of  Declaration  ^ 

the  holding,  and  conveys  a  command  not 
to  shift  the  declaration. 

(2)  It  may  shut  out  an  adverse  declaration 
which  would  tell  the  partner  which  suit  to 
lead. 

(3)  It  may  prevent  an  adverse  bid,  which  if 
made  would  be  advanced  by  the  partner 
of  its  declarer  to  so  high  a  figure  that  the 
side  of  the  player  who  is  attempting  to 
preempt  would  either  be  obliged  to  stop 
bidding  or  be  forced  to  a  contract  impos- 
sible to  fulfill. 

In  the  days  of  the  old  count  preemptive  bids 
were  comparatively  rare,  the  reason  being  almost 
self  evident.  It  is  the  exceptional  case  in  which 
it  is  advisable  to  preempt  with  an  original  No 
Trump,  and  with  Hearts  worth  8,  No  Trumps 
12, but  little  headway  could  be  made  by  attempt- 
ing to  shut  out  the  latter  with  the  former.  As 
No  Trumps  and  Hearts  were  about  the  only 
declarations  then  played,  the  possibilities  of 
scientific  preemption  were  not  realized  and  but 
little  attention  was  given  to  the  subject. 

(  313  ) 


4>  Auction  Developments  ^ 

With  all  the  suits  in  real  use  the  situation 
becomes  vastly  different.  In  nine  cases  out  of 
ten  in  which  the  plan  works  well,  it  is  because 
by  a  high  bid  in  some  one  suit  an  adversary  of 
the  bidder  is  kept  from  showing  some  other 
suit.  Suits  did  not  fight  or  fear  each  other  under 
the  old  count,  so  it  is  evident  that  it  is  impossible 
to  sustain  the  theory  that  preempting  might 
have  been  important  in  bygone  days,  but  is  now 
a  closed  issue. 

Of  course  it  is  not  to  be  supposed  that  any 
Auction  scheme,  no  matter  how  sound,  will  be 
accepted  without  opposition,  and  the  preemp- 
tive bids  are  no  exception.  Three  objections 
have  been  suggested,  namely:  — 

(i)  They  prevent  the  adversaries  from  mak- 
ing declarations,  the  information  derived 
from  which  may  prove  advantageous  to 
the  preemptive  Declarer. 

(2)  They  do  not  accomplish  their  purpose, 
because  if  the  adversaries  have  the  cards 
which  justify  a  bid,  they  cannot  be  kept 
from  declaring. 

(  314  ) 


0  ^estions  of  Declaration  <^ 

(3)  By  preventing  an  adverse  declaration, 
they  deprive  their  makers  of  many  valu- 
able opportunities  to  double. 

These  objections  may  be  briefly  answered   as 
follows:  — 

(i)  Information  given  by  the  declaration  is 
almost  invariably  of  greater  value  to  the 
partner  than  to  the  adversaries.  When 
this  is  not  the  case  it  generally  happens 
that  the  hand  of  the  opponent  is  so  strong 
that  a  preemptive  bid  Is  not  warranted. 

(2)  The  statement  of  fact  in  this  objection  is 
not  correct.  In  many  hands  the  preemp- 
tive bid  eliminates  an  effective  adverse  call. 

(3)  On  the  contrary,  these  bids,  as  they  in- 
dicate a  desire  to  shut  out  adverse  bid- 
ding, often  tempt  the  adversaries  to  make 
unwarranted  calls.  The  preemptive  bid 
—  properly  used  —  has  the  tendency  to 
produce  heavy  penalties. 

Considering  the  question   in  detail,  the  first 
point  to  remember  is  that  with  general  strength 
a   Declarer  who  understands   the  theory  of  the 
(  315  ) 


<^  Auction  Developments  S? 

preemptive  system  never  calls  it  into  play.  A 
preemptive  bid  is  made  with  the  object  of  pre- 
venting some  adverse  call,  but  a  hand  which 
contains  general  strength  has  no  reason  to  fear 
any  declaration  by  an  opponent,  and  therefore 
should  not  attempt  to  prevent  one. 

It  is  really  amusing  to  note  the  hands  which 
the  opponents  of  the  preemptive  bid  offer  as 
arguments  against  it.  The  examples  they  give 
are  almost  invariably  too  strong  for  such  a  de- 
claration; hands  with  which  a  skilled  bidder 
would  never  dream  of  calling  more  than  one. 
It  is  not  an  argument  against  preemptive  bid- 
ding to  cite  a  hand  too  strong  for  such  a  call, 
and  show  that  with  such  a  holding  a  preemp- 
tive bid  would  shut  out  the  adversaries  and 
lose  the  chance  for  a  profitable  double. 

There  are  two  radically  different  classes  of 
hands,  namely  :  [a)  Great  strength  in  one  major 
suit  and  weakness  in  the  other.  With  this  hold- 
ing it  is  advantageous  to  eliminate  adverse  bid- 
ding, {b)  Great  general  strength,  in  which  case 
every  effort  should  be  made  to  encourage  the 
opponents  to  declare. 

(  316  ) 


0  ^estions  of  Declaration  ^ 

The  allegation  that  preemptive  bids  are  use- 
less, as  the  adversaries,  if  they  have  sufficient 
strength  to  be  dangerous,  will  always  overbid, 
is  simply  a  mistaken  statement.  It  is  true  only 
when  all  the  adverse  strength  is  in  one  hand; 
but  when,  as  is  much  more  frequently  the  case, 
it  is  divided,  there  arft  innumerable  occasions  in 
which  neither  adversary  is  in  position  to  overcall 
the  high  start,  while,  had  they  been  able  to  re- 
port to  each  other  their  respective  holdings,  the 
game  would  have  been  within  their  reach. 

Then,  too,  the  preemptive  bid  has  another 
and  unmistakable  value.  Each  adversary  know- 
ing it  is  made  to  shut  him  out,  and  that  it  is  pos- 
sible his  partner  has  a  fair  measure  of  strength, 
is  tempted  to  make  a  much  higher  call  unassisted 
than  he  would  otherwise  consider  safe.  This, 
when  the  balance  of  strength  is  with  the  partner 
of  the  preemptive  bidder,  often  results  in  a  heavy 
penalty  which  would  never  in  any  other  way 
have  been  obtained. 

An  example  showing  the  value  of  the  bid 
follows:  — 

(  317  ) 


Auction  Developments 


7 


Score  —  Love  all.   First  Game. 
The  Hands 


♦ 


King,  X,  X 
Knave,  Ten,  X 
X,  X,  X 
Knave,  X,  X,  X 


4 

r 

♦ 


King,     Queen,     X, 

X,  X 
Ace,  X,  X,  X,  X 
X,  X 


4 

♦ 


X,  X 

-Ace,  X,  X,  X,  X 
King,  Queen,  X 
Ace  X,  X 


Ace,  Queen,  Knave,  Ten,  X,  X,  X 

None 

Knave,  Ten 

King,  Queen,  Ten,  X 


In  the  above  hand,  North  and  South,  with 
Royals  trump,  will  score  36  for  tricks  and  81 
for  honors  ;  with  Hearts  trump,  East  and  West 
get  a  Small  Slam. 

If  South  be  a  sound  exponent  of  preemption, 
he  will  start  with  three  Royals  (he  has  exactly 
the  hand  to  justify  this  call,  namely,  seven  sure 
tricks  with  more  probable,  potential  honors,  and 
a  blank  Heart  Suit).  Many  Declarers  would 
call  two  Royals,  which  might  not  prove  effective. 
■       (  318  ) 


0  ^estions  of  Declaration  <?> 

A  player  who  believes  in  preemption  should  bid 
his  hand  to  the  limit.  Three  Royals  will  hold 
the  declaration  and  win  the  game,  as  neither 
East  nor  West,  unassisted,  will  dare  to  bid  four 
Hearts.  Those  who  judge  by  results  may  argue 
that  four  Hearts  should  be  called  over  three 
Royals,  but  it  must  be  remembered  that  neither 
East  nor  West  can  tell  whether  his  partner  has 
a  trick.  Take  the  position  of  either  of  these 
players,  and  suppose  that  North  (South's  hand 
is  marked  by  his  original  bid)  has  the  cards 
which  are  in  the  hand  of  the  partner  of  the  player 
in  question.  Think  what  would  be  the  result  of 
contracting  to  take  ten  Heart  tricks  with  a  com- 
bination of  the  hands  of  North  and  either  East 
or  West  against  a  combination  of  the  hands  of 
South  and  either  East  or  West. 

Now  let  us  look  on  the  other  side  of  the  pic- 
ture. If  South  do  not  believe  in  preemption 
and  start  with  one  Royal,  West  will  call  two 
Hearts.  South,  unaided,  dare  not  bid  above 
three  Royals,  and  North  is  not  strong  enough 
to  assist.  East  will  advance  his  partner's  bid  at 
least  twice,  so  the  game  and  a  big  score  depends 

(  319  ) 


Auction  Developments 


^ 


entirely  on  whether  South  opens  with  a  preemp- 
tive bid.  This  deal  is  merely  a  pronounced 
example  of  many  opportunities  for  successful 
preemptive  bids  that  occur  every  day  and  pass 
unnoticed.  There  is  possibly  no  branch  of  Auc- 
tion in  which  the  average  player  has  as  much  to 
learn  as  in  preemptive  bidding.  These  bids  are 
made  not  only  on  the  original  declaration,  but 
also  quite  frequently  after  a  bid  by  a  partner 
and  a  pass  by  the  adversary  to  the  right. 

An  example  of  the  latter  situation  follows:  — 


The  Hands 

4 

King,  X 

y 

King,  Knave,  X 

♦ 

Ten,  X,  X,  X,  X,  X 

4^ 

Ace,  X 

North 

4 

Queen,  Ten,  X 

♦ 

Knave,  X,  X,  X 

,x 

y 

X,  X,  X 

y 

Ace,  X,  X,  X 

West                 East 

♦ 

Ace 

♦ 

X 

King,  Queen, Knave, 

♦ 

X,  X,  X 

4 

South 

(Dealer) 

Ten,  X,  X 

Ace,  X,  X 

r 

Queen,  Ten,  X 

♦ 

King,  Queen,  Knav:^ 

X,  X 

♦ 

X,  X 

The  only  possibility  of  game  for  North  and 
(  320  ) 


0  ^estions  of  Declaration  <*> 

South,  is  for  North  to  make  a  preemptive  bid. 
South  has  a  borderline  No  Trump;  West  is 
manifestly  too  weak  to  declare.  If  North  pass, 
East  will  call  two  Clubs;  if  North  then  bid  two 
No  Trumps,  the  best  the  declarer  can  do  is  to 
go  down  two;  if  North  on  the  second  round 
make  the  less  tempting  but  more  conservative 
call  of  two  Diamonds,  he  scores  28,  but  not 
game.  If  on  the  first  round  North  preempt  by 
bidding  two  No  Trumps,  he  shuts  out  East's 
Club  call  (East  is  not  strong  enough  to  bid 
four),  and  with  any  opening  except  a  Club, 
North  and  South  secure  a  score  of  40  and  game. 
A  Club  opening  will  be  made  by  West,  only  if 
East  name  that  suit;  so  once  again  the  game 
hinges  on  the  preemptive  call. 

The  case  of  the  preemptive  bid  placing  an 
adversary  in  an  awkward  position  is  most  com- 
mon. Suppose  a  Dealer  open  with  three  Hearts 
and  the  Second  Hand  hold  — 

Spades        Ace,  Queen,  X,  X,  X 
Hearts        None 
Diamonds  Ace,  X,  X,  X 
Clubs         X,  X,  X,  X 

(  321   ) 


Q>  Auction  Developments  V 

He  knows  the  Dealer  is  trying  to  shut  out 
Rovals;  if  he  pass,  it  is  almost  certain  that  his 
partner  cannot  declare  and  the  Dealer  will  prob- 
ably win  his  game.  The  partner  may,  however, 
hold  some  such  hand  as  — 

Spades         K^ing?  X,  X,  X 
Hearts         X,  X,  X 
Diamonds  King,  Queen,  X,  X,  X 
Clubs  X 

—  which  would  mean  a  sure  game  as  the  reward 
if  the  Second  Hand  risk  a  Royal  call.  But  the 
Fourth  Hand  may  have  a  "  bust,"  and  the  Third 
Hand  may  have  long  Spades,  in  which  case  bid- 
ding three  Royals  may  cost  an  enormous  pen- 
alty. 

It  is,  at  best,  a  guess,  and  shows  the  trouble 
preemption  mav  produce  for  the  adversary.  If 
the  Dealer  start  with  one  Heart,  the  Second 
Hand  can  call  one  Royal,  and  then  wait  for 
his  partner's  support,  but  the  preemptive  call 
does  not  permit  anv  such  safe  method. 

The  more  a  sound  bidder  uses  the  preemptive 
calls,  the  more  he  realizes  their  many  benefits. 
Of  course,  like  other  good  things  in  Auction, 
(  322  ) 


0  ^estions  of  Declaration  ^ 

they  may  be  overdone,  and  should  only  be  de- 
clared with  hands  which  thoroughly  justify  their 
employment.  An  original  call  of  two  Hearts  or 
Royals  should  not  be  made  with  less  than  six 
sure  tricks,  and  an  original  call  of  three  requires 
at  least  seven  tricks.' 

SHOULD    PLAYERS  BEHIND  ON    THE  SCORE  WIN 
WHAT   MUST   BE   A    LOSING   RUBBER? 

It  may  be  news  to  some  that  it  has  ever  been 
advocated  as  sound  Auction  doctrine  that  a 
player  who  has  the  opportunity  to  win  a  rubber 
should  decline  to  accept  the  goods  the  gods  give, 
merely  for  the  reason  that  should  he  take  his 
250,  plus  his  trick  and  honor  scores,  he  would 
still  be  behind  upon  the  total  of  the  rubber,  or 
that  a  player  who  can  prevent  an  adversary  from 
winning  a  rubber  should  refuse  to  do  so  and 
force  that  opponent  to  accept  the  250,  plus 
something  more,  because  so  doing  will  still  leave 
the  Auction  Santa  Klaus  a  winner  on  the  score 
of  the  rubber. 

'  For  details  see  Auction  of  To- Day,  pages  50-54. 
(   323   ) 


<$>  Auction  Developments  S? 

In  any  of  the  prominent  Auction-playing 
Clubs  of  the  country,  should  a  player,  who  had 
a  lead  of  500  during  the  rubber  game,  deliber- 
ately throw  a  trick  to  an  adversary  for  the  pur- 
pose of  enabling  him  to  win  the  rubber  and  thus 
insure  a  small  net  instead  of  retaining  the  even 
chance  of  winning  on  the  next  hand  a  rubber  of 
approximately  575  more  points,  the  Committee 
on  Discipline  would  probably  have  to  determine 
whether  the  partner's  remarks  were  parliament- 
ary, and  whether  it  was  "  clubby  "  for  all  players 
to  have  some  other  engagement  the  next  time 
the  generous  one  appeared  as  a  candidate  for  a 
place  at  an  Auction  table. 

The  mere  fact,  however,  that  the  proposition 
appears  on  its  face  to  be  novel  does  not  mean 
that  it  is  not  entitled  to  careful   consideration. 

In  order  that  the  alleged  advantages  of  the 
theory  may  be  fully  appreciated,  a  careful  effort 
is  made  to  state  accurately  the  arguments  of- 
fered in  its  favor. 

It  is  contended  that  it  is  futile  to  win  "los- 
ing" rubbers,  because  winning  at  the  cost  of 
any  particular  figure    is  the  same  as   losing  a 

(  324  ) 


0  ^estions  of  Declaration  <^ 

rubber  of  that  amount,  except  that  one  is  vol- 
untary, the  other  unavoidable. 

That  winning  a  rubber,  when  500  behind, 
is  oh  a  par  with  accepting  two  dollars  and 
fifty  cents  in  full  payment  for  a  debt  of  five 
dollars. 

That  as  long  as  the  rubber  stays  open,  a 
pair  have  a  chance  to  win  back  all  that  they 
have  lost,  but  when  they  win  a  losing  rubber, 
they  commit  Auction  suicide,  as  they  thereby 
eliminate  their  chance  of  makingup  the  loss  and 
label  themselves  losers.  A  partnership  in  the 
lead  is  urged  to  force  the  game  on  its  oppon- 
ents for  fear  a  succession  of  bad  hands  may 
cause  all  the  "velvet"  to  disappear. 

The  player  who  evolved  this  theory  must  be 
the  most  sanguine  in  the  world  when  behind,  a 
pessimist  of  the  most  pronounced  type  when 
ahead. 

The  plan  would  be  more  attractive  if,  when 
behind,  the  indications  pointed  to  a  long  run  of 
good  hands,  and  conversely  if,  when  ahead,  the 
probabilities  indicated  a  succession  of  "  busts." 
Of  course  no  such  condition  exists.  While  from 
(  325  ) 


4>  Auction  Developments  S? 

a  mathematical  standpoint  it  is  exactly  an  even 
chance  which  side  will  next  receive  a  game  hand, 
it  is  unquestionably  true  that  most  experienced 
card-players  firmly  believe  in  runs  of  luck,  and 
consequently  push  their  good  fortune,  but  go 
slow  when  the  fickle  goddess  does  not  smile. 
This  would  seem  to  be  exactly  the  opposite  posi- 
tion to  that  advocated  by  the  exponents  of  the 
theory  we  are  considering. 

It  goes  without  saying,  however,  that  the 
player  who  banks  on  luck  in  opposition  to  the 
doctrine  of  mathematical  chances  is  riding  for 
a  fall,  and  therefore  it  is  on  mathematical 
grounds  that  the  above  proposition  should  be 
considered. 

Looking  at  it  from  that  standpoint,  let  us 
determine  whether  "It  is  futile  to  win  losing 
rubbers."  "Futile"  is  defined  as  "useless," 
"  vam. 

It  is  unquestionably  useless  and  vain,  as  far 
as  advancing  a  score  is  concerned,  to  win  a  rub- 
ber which  results  in  a  loss,  but  it  is  most  useful 
and  effectual  to  minimize  an  existing  deficit. 

To  accept  fifty  per  cent  of  a  good  debt  in  full 
(  326  ) 


0  ^estions  of  Declaration  ^ 

payment  is  admittedly  a  foolish  transaction,  but 
it  is  in  no  way  analogous  to  the  proposition 
under  consideration. 

The  amount  that  a  partnership  is  behind  on 
a  rubber  is  not  a  debt;  no  or^e  owes  or  has  pro- 
mised to  repay  it.  It  is  a  loss  that  has  been  sus- 
tained ;  a  transaction  that  is  ended.  The  holding 
of  the  game  hand  affords,  not  a  chance  to  settle 
for  fifty  per  cent  something  that  otherwise  will 
eventually  be  received  in  full,  but  an  opportun- 
ity to  recoup  a  part  of  the  previous  loss.  The 
chance  may  be  disregarded  and  others  may  fol- 
low, but  throwing  away  the  amount  in  sight  is 
waste  pure  and  simple.  The  next  deal  is  a  new 
transaction  which  may  gain  or  lose ;  it  has  no 
connection  with  either  the  previous  loss  or  the 
score  of  the  game  hand,  that  it  is  proposed  to 
wantonly  disregard. 

But,  after  all,  argument  is  futile  compared 
with  facts.  Let  us  see  just  how  the  proposition 
actually  works  out.  Suppose  that  a  player  sit- 
tino-  Fourth  Hand  is  600  points  behind  on  the 
score  of  the  first  two  games.  A  Spade  is  passed 
up  to  him,  and  he  holds  — 
(  327  ) 


(^  Auctio7i  Developfnents  S? 

Spades         Ace,  King,  X 

Hearts         King,  Queen,  X 

Diamonds  Ace,  King 

Clubs  Ace,  King,  Queen,  X,  X 

He  manifestly  l?as  his  choice  between  bidding 
No  Trump  and  winning  250  for  the  rubber, 
plus,  for  tricks  and  honors,  at  least  30  and  30, 
more  probably  60  and  60  (we  will  take  the 
average  and  call  it  90),  and  keeping  the  game 
open  by  passing  the  Spade  which  would  result  in 
his  scoring,  say,  104. 

The  first  thought  is  that  250  +  90  =  340, 
which  is  12(>  more  than  104;  but  let  us  ex- 
amine it  more  closely. 

The  340  accepted  leaves  a  losing  rubber  of 
260.  Not  a  particularly  pleasing  picture,  but 
what  is  the  other  outlook?  Taking  the  104  re-' 
duces  the  deficit  to  496,  and  the  partner  deals. 
Of  course  on  his  deal  an  adverse  Spade  cannot  be 
allowed  to  stand,  and  it  is  an  even  chance  which 
side  will  have  a  game  hand.  If  it  be  the  adver- 
saries who  are  favored,  they  will  add  to  their  496 
a  little  matter  of  250  and  say  70,  or  a  rubber  of 
816  instead  of  one  of  260. 
(  328  ) 


0  ^estions  of  Declaration  4> 

When,  therefore,  the  even  chance  goes  against 
the  play,  it  costs  approximately  556  points. 

What  may  it  win?  If  the  side  that  has  refused 
to  go  out  again  gets  a  game  hand,  it  would  only 
be  worth  70.  To  win  the  rubber  with  it  would 
produce  a  losing  rubber  of  176.  So  it  has  to 
be  played  at  a  Spade,  which  nets  practically 
nothing,  or  at  some  other  declaration  with  enough 
tricks  thrown  away  so  that  game  will  not  be 
won.  Suppose  the  latter  expedient,  which  is  the 
more  profitable,  be  adopted,  and  that  20  and  30 
be  scored,  again  reducing  the  deficit,  this  time 
to  446. 

Now  the  adversaries  have  the  deal.  It  is  once 
more  an  even  chance  that  they  will  go  out  and 
obtain  a  rubber  of  say  766,  but  should  the  big 
hand  come  the  same  way  for  the  third  successive 
time,  game  could  not  even  yet  be  taken,  as  it 
would  still  be  a  losing  rubber.  Giving  the  pro- 
position aH  the  best  of  the  figures,  let  us  sup- 
pose 104  more  be  obtained,  bringing  the  deficit 
down  to  342. 

Again,  if  the  even  chance  result  in  favor  of 
the  adversaries,  it  means  a  big  rubber,  say  662. 
(  329  ) 


4^  Auction  Developments  S? 

But  if  for  the  fourth  time  the  exponents  of  the 
system  under  examination  receive  the  game  hand, 
they  may  at  last  win  the  rubber  and  break  prac- 
tically even  :  or,  to  be  accurate,  lose  only  11 
points.  This  compared  with  going  rubber  on 
the  first  opportunity  would  save  238  points. 

To  recapitulate:  — 

A  player  following  this  theory  risks  on  an  even 
chance  556  points  to  gain  84.  He  takes  a  second 
and  third  even  chance  upon  practically  the  same 
basis.  If  he  lose  any  one,  the  result  is  disas- 
trous, but  if  he  win  all,  against  which  the  odds 
are  7  to  i,  he  gains  a  beggarly  238. 

That,,  however,  is  not  all.  Had  he  gone  out 
on  the  first  hand  and  lost  260,  he  could,  with 
the  three  successive  strong  hands,  have  won  a 
rubber  of  390,  and  in  addition  a  game  of  70, 
which  plus  the  game  value  of  125,  is  worth  195, 
a  total  of  585  less  260,  or  again  of  315.  So,  even 
if  he  bring  off  his  7  to  i  shot,  it  n^ertheless 
costs  him  347  points. 

It  is  rather  a  remarkable  proposition  that 
being  successful  against  such  enormous  odds 
should  result  in  a  loss.  A  fair  return  for  the 

(  330  ) 


0  ^estions  of  Declaration  ^ 

chance  taken  would  be  seven  times  556,  or 
3892  points.  If  we  drop  the  315  loss,  on  the 
ground  that  play  might  terminate  at  the  end 
of  the  rubber,  the  238,  which  on  that  basis  is 
gained,  hardly  seems  an  adequate  return  for 
a  risk  really  worth  over  twelve  times  that 
amount. 

Now  let  us  figure  on  the  other  side  of  the 
proposition.  Suppose  North  and  South  are  600 
points  to  the  good  at  the  start  of  the  rubber 
game,  and  East  is  playing  a  bid  of  two  Hearts; 
that  East  is  perfectly  willing  to  win  a  losing 
rubber,  but  that  all  he  can  get,  as  the  cards  hap- 
pen to  be,  is  three  Hearts,  with  simple  honors; 
that  it  is  quite  easy  for  North  to  allow  a  high 
card  to  die  and  thus  permit  East  to  win  the 
rubber. 

Should  North  decide  on  this  policy,  East 
would  win  a  losing  rubber  of  302,  and  North 
would  "cinch"  that  number  of  points.  Had 
North  played  his  hand  for  all  it  was  worth,  he 
would  still  be  560  points  to  the  good,  and  would 
have  an  even  chance  of  winning  the  rubber. 
Estimating  70  as  a  game  hand,  and  remember- 

(  331  ) 


4>  Auction  Development  7 

ing  that  East  will  go  out  if  he  can,  North  has 
given  up  the  even  chance  of  winning  880,  or  a 
net  gain  of  5 78  points,  merely  to  save  62  points : 
578  to  61  is  not  an  even  gamble,  it  is  a  nine  to 
one  proposition. 

Figure  it  out  in  any  way,  as  long  as  it  is  a 
mathematical  computation,  not  a  guess  of  what 
may  happen,  the  result  is  the  same;  the  odds 
against  the  plan  are  overwhelming. 

Of  course,  if  partners,  600  to  the  good,  over- 
bid the  next  hand  and  allow  themselves  to  go 
down  600,  the  plan  works  finely  ;  but  why  con- 
sider the  impossible  ?  Players  with  a  score  which 
insures  a  handsome  profit  are  not  apt  to  flag-fly 
or  take  long  chances. 

We  now  come  to  the  last  question  on  our 
list,  namely  :  — 

SHOULD  THE  "nULLO"   DECLARATION  BE    ADDED 
TO  THE   GAME   OF  AUCTION? 

The  "Nullo"  is  the  latest  Auction  novelty; 

it  has   been  enthusiastically  received  in  certain 

parts  of  the  country,  in  others  it  is  as  yet  almost 

unknown.    The  scheme  is  now  in  the  experi- 

(  332  ) 


0  ^estions  of  Declaration  <^ 

mental  stage,  and  there  has  not  even  been  a 
thorough  agreement  as  to  the  value  which  should 
be  given  to  the  bid. 

Briefly  described,  the  Nullo  is  a  declaration 
to  lose  tricks.  The  player  who  calls  one  Nullo 
fulfills  his  contract  when  he  does  not  take  more 
than  six  tricks.  If  he  declare  two  Nullos,  he 
wins  when  he  does  not  take  more  than  five 
tricks,  or,  in  other  words,  if  his  adversaries  have 
forced  on  them  two  tricks  over  six.  The  regular 
Auction  bidding  is,  therefore,  reversed,  and  the 
Nullo  Declarer  makes  good  his  declaration  when 
he  compels  his  opponents  to  take  the  amount 
of  his  bid. 

Of  course,  the  whole  proposition  is  Auction 
topsy-turvy.  Both  the  Declarer  and  his  adversa- 
ries play  to  lose  tricks,  not  to  win  them. 

The  main  reason  advanced  for  the  introduc- 
tion of  the  Nullo  is  that  it  is  an  equalizer.  In 
other  words,  that  it  enables  partners  with  hands 
which  would  not  otherwise  justify  a  bid  to  be- 
come pronounced  factors  in  the  declaration, 
and  frequently  makes  it  possible  for  them  to 
win  a  game  with  holdings  which,  without  the 

(  333  ) 


(i>  Auction  Developments  S? 

proposed  declaration,  would  afford  a  walk-over 
for  the  adversaries. 

It  is  contended  that  should  the  Nullo  be 
made  a  part  of  Auction,  there  would  be  few 
worthless  and  uninteresting  hands,  and  the  game 
would  be  greatly  improved  for  the  unlucky 
holder. 

While  all  this  is  in  part  true,  the  proposi- 
tion cannot  be  accepted,  as  stated,  without  ex- 
ception. 

All  Auction  players  will  remember  how  the 
"hard-luck"  players,  first  in  Bridge  and  then  in 
Auction,  clamored  for  the  Royal  Spade  as  a 
panacea  for  their  ills.  When  the  present  count 
gave  them  all  they  requested,  did  they  cease 
their  complaints?  No,  indeed  ;  they  found,  or 
alleged  that  they  found,  that  they  still  continued 
to  hold  worthless  hands. 

So  it  is  bound  to  be  with  Nullos,  should 
they  be  adopted.  It  is  not  by  any  means  a  cer- 
tainty that  a  trickless  hand  under  the  present 
svstem  of  declaration  is  made  valuable  by  add- 
ing the  Nullo  to  the  game.  Suppose  a  player 
hold  — 

(  334  ) 


0  ^esttons  of  Declaration  ♦ 

Spades  Knave,  Ten,  9 
Hearts  Knave,  Ten,  9 
Diamonds  Knave,  Ten,  9 
Clubs  Knave,  Ten,  9,  8 

He  would  have  a  very  poor  hand  as  Auction  is 
played  to-day;  but  the  adoption  of  the  Nullo 
would  not  enable  him  to  bid,  as  it  would  be  a 
worse  Nullo  than  a  Club  or  even  No  Trump. 
On  the  other  hand,  a  good  hand  for  some 
other  declaration  may  also  be  a  most  excellent 
Nullo.   For  example:  — 

Spades        Ace,  King,  Queen,  5,  4,  3,  2 
Hearts        Ace,  King,  5,  4,  3,  2 
Diamonds  None 
Clubs  None 

—  would  be  a  wonderful  hand  for  Royals  and 
an  unusually  strong  one  for  Hearts,  but  possi- 
bly even  better  for  Nullos. 

Nullos  cannot  be  declared  as  confidently  as 
a  declaration  to  win,  because  the  partner  may 
be  obliged  to  take  a  number  of  tricks  and  spoil 
what  appears  to  be  a  perfect  hand.  The  cards 
in  the  last  hand  could  almost  certainly  be  so 
manipulated  with  Nullos  the  trump  that  they 
(  335  ) 


<i>  Auction  Developments  S? 

would  not  take  a  trick;  yet  to  bid  six  or  seven 
Nullos  with  them  would  be  the  height  of  reck- 
lessness. On  the  other  hand,  it  would  be  per- 
fectly conservative  bidding,  with  that  hand, 
unassisted,  to  call  as  high  as  six  Royals,  as  the 
holding  of  the  partner,  no  matter  how  bad  it 
may  be,  cannot  transform  sure  winners  into 
losers.  One  card  will  win  a  trick,  but  it  takes 
two  to  lose  it.  A  player  may  bid  with  certainty 
on  his  own  strength,  as  he  does  not  care  what 
his  partner  plays  on  his  Aces  and  Kings,  but  he 
cannot  do  the  same  with  weakness,  as  his  part- 
ner may  be  obliged  to  win  his  Deuces  and 
Treys. 

These  hands  are  extreme  cases;  they  are  cited 
to  illustrate  that  a  hand  which  is  useless  unless 
Nullos  be  played  may  not  be  a  good  Nullo,  and 
that  a  strong  hand  for  some  other  make  is  not 
necessarily  a  bad  Nullo. 

No  matter  how  many  new  makes  are  added, 
there  must  always  be  good  hands  and  poor 
hands  ;  the  idea  that  luck  can  be  equalized  is 
preposterous. 

It  is,  however,  undeniably  true  that  the  adop- 

(  336  ) 


0  ^estions  of  Declaration  <^ 

tion  of  the  Nullo  makes  good  hands  of  many 
that  would  otherwise  be  worthless. 

Any  scheme  which  increases  the  competition 
of  the  declaration  must  have  merit,  and  while 
the  Nullo  may  not  make  every  bad  hand  a  com- 
petitor in  the  bidding,  it  nevertheless  gives  value 
to  a  certain  percentage  of  hands  otherwise  im- 
possible to  declare. 

THE  NULLO  VALUE  IN  DOUBT 

What  figure  should  be  determined  upon  as  the 
value  of  the  Nullo  is  a  most  vital  question  which 
at  this  writing  is  being  earnestly  discussed  by 
Nullo  supporters. 

Most  players  have  assumed  that  the  bid  must 
of  necessity  be  played  without  a  trump,  and 
every  valuation  from  5  to  1 1  inclusive  has  been 
suggested.  The  figures  6  to  10  inclusive  must 
of  course  conflict  with  one  of  the  established 
ratings,  the  idea  being  in  that  event  to  provide 
that  the  declaration  to  win  overbids  the  Nullo. 
For  example,  when  Nullos  are  played  at  10, 
one  No  Trump  outranks  one  Nullo,  although 
their  respective  values  are  identical.  On  the 
(  337  ) 


(^  Auction  Developments  ^ 

same  basis  with  Nullos  at  8,  two  Hearts  and 
two  Nullos  both  count  i6,but  the  bid  of  Hearts 
overcalls  the  Nullos. 

In  some  places  where  the  Nullo  is  given  a 
conflicting  value,  a  plan  is  being  tried  which  puts 
it  on  an  absolute  equality  with  the  declaration  with 
which  it  conflicts.  This  is  accomplished  by  pro- 
viding that  whichever  is  bid  first  takes  preced- 
ence over  the  other  during  that  declaration.  For 
example,  if  the  Nullo  be  valued  at  ten  and 
it  be  called  before  a  No  Trump,  it  takes  two  No 
Trumps  to  overbid  it  and  two  Nullos  overcall 
two  No  Trumps.  If  the  No  Trump  be  named 
before  the  Nullo,  the  declaration  to  win  has  the 
outranking  value. 

Another  variation  of  this  idea  is  that  if  either 
of  the  conflicting  declarations  be  bid,  it  has  the 
exclusive  right  to  its  position,  and  should  the 
other  be  called  a  greater  number  of  tricks  must 
be  named.  That  is,  if  Nullos  and  No  Trumps 
conflict  in  value  it  would  take  two  of  either  to 
overbid  one  of  the  other,  three  of  either  to  over- 
call  two  of  the  other,  etc. 

It  has  also  been   suggested  that  in  order  to 

(  338  ) 


0  ^estions  of  Declaration  4> 

avoid  any  conflict  of  values  that  73^  be  made 
the  Nullo  figure.  This,  very  naturally,  has  not 
been  received  with  favor.  The  fraction  would 
be  confusing,  and  as  a  matter  of  fact  there  cannot 
be  any  serious  objection  to  the  conflict,  as  play- 
ers using  the  Nullo  soon  become  accustomed 
to  it. 

It  may  possibly  require  a  somewhat  extended 
trial  to  determine  definitely  just  what  is  the  best 
Nullo  valuation.  Either  1 1  or  5  would  avoid 
conflict  and  individualize  the  bid.  It  is  con- 
tended however  that  the  one  is  distinctly  too 
high,  as  it  would  of  necessity  make  the  Nullo 
the  most  important  declaration  ;  the  other  much 
too  low,  as  at  that  figure  the  proposed  bid  would 
not  prove  a  sufficient  factor  in  the  declaration 
to  warrant  its  introduction. 

The  criticism  upon  the  11  valuation  has  in 
the  East  received  a  practically  unanimous  in- 
dorsement,' and  the  theory  that  5  is  too  low  is 

»  A  prominent  Auction  teacher  and  writer,  Mr.  A.  R. 
Metcalfe  of  Chicago,  first  suggested  the  value  of  i  1  for  the 
Nullo  and  still  believes  that  to  be  the  most  advantageous  figure 
as  he  considers  two  declarations  of  the  same  value  very  con 

(  339  ) 


4^  Auction  Developt?ients  ^ 

also  probably  sound,  unless  it  be  determined  by 
experience  that  playing  the  Nullo  is  not  particu- 
larly desirable,  but  that  it  is  advisable  to  have 
it  as  a  part  of  the  declaration  for  the  purpose  of 
an  original  warning  (i.e.,  to  show  less  strength 
than  one  Spade)  and  for  a  rescue  of  the  partner 
from  any  other  declaration  of  one  (in  which  case 
it  would  show  great  weakness). 

The  advocates  of  the  Nullo  do  not  believe  in 
its  limited  use,  but  ardently  contend  that  it  is 
most  important  that  it  be  made  an  addition  to 
the  play  and  not  merely  a  preliminary  declara- 
tion, as  it  cannot  perform  its  task  of  equalization 
unless  it  be  given  a  substantial  value. 

VARIOUS    NULLO     PLANS 

The  present  theory  is  that  Nullos  should 
always  be  No  Trumps.  There  are  several  other 
suggestions,  however,  which  are  entitled,  at  least, 

fusing  for  the  average  player.  He  does  not  think  with  Nullos 
at  I  I  they  will,  with  proper  bidding,  be  played  on  the  average 
more  than  twice  in  an  evening's  plav.  In  the  West  Mr.  Met- 
calfe has  a  large  following,  but  in  the  East  a  value  higher  than 
lo  has  failed  to  prove  popular,  possibly  because  Eastern  Nullo 
bidders  appear  to  be  more  venturesome. 

(    340   ) 


0  ^estions  of  Declaration  <S> 

to  a  thorough  try-out  before  the  details  of  the 
new  scheme  be  definitely  determined. 

One  is  that  a  player  be  allowed  to  bid  any 
suit  Nullo,  his  call  taking  the  value  of  that  suit, 
the  declaration  to  win  in  each  case  to  outrank 
the  declaration  Nullo.  With  this  plan  adopted, 
the  suit  named  would  be  the  trump  just  as  much 
if  it  be  bid  Nullo  as  if  called  directly.  For  ex- 
ample, if  a  Dealer  start  with  two  Hearts  Nullo, 
the  Second  Hand  could  overcall  with  two  Hearts, 
the  Third  Hand  could  bid  two  No  Trumps 
Nullo,  and  the  Fourth  Hand  two  No  Trumps, 
etc.  Under  this  system  the  play  of  the  Nullo 
would  be  varied,  as  it  would  be  divided  among 
the  different  suits  and  No  Trump  in  practically 
the  same  ratio  that  they  have  hitherto  been 
played  with  the  Nullo  unknown. 

Still  another  plan  is  to  give  the  Nullo  a  fixed 
value,  but  to  allow  the  player  who  becomes  the 
final  Declarer  with  a  Nullo  call,  after  his  bid  has 
been  passed  by  the  others,  to  name  any  suit  he 
desires  to  have  trump,  or  to  select  No  Trump, 
if  he  prefer  to  lose  tricks  playing  a  "  without." 
Under  this  plan,  during  the  declaration  neither 
(  341  ) 


Auction  Developments 


7 


the  opponents  nor  the  partner  of  the  NuUo  bid- 
der would  know  what  trump  he  would  select  if 
he  become  the  final  Declarer.  It  might  even  be 
possible  for  him  to  be  so  influenced  by  some 
declaration  that  he  would  shift  from  the  make 
he  originally  contemplated  to  that  of  a  high 
adverse  suit  call,  which  would  seem  to  promise 
better  Nullo  success  if  it  be  the  trump.  This 
plan  would  open  a  new  field  for  finesse  for  the 
daring  bidder  as  he  might  risk  an  unwarranted 
call  of  a  suit  merely  to  induce  its  selection  by  the 
Nullo  Declarer. 

Still  another  suggestion  for  Nullo  values  is 
that  63  be  arbitrarily  fixed  as  a  bid  for  a  Grand 
Slam  (i.e.,  losing  every  trick),  and  the  value  de- 
crease 10  per  trick.  This  would  rate  the  Nullo 
as  follows :  — 


3  for  a  bid  of  I,  i. 

s.,  taking  not  more  than 

6  tricks 

13   "  ■'  '■    "  2,     ' 

>                    >.                    11                 ..                  >7 

5 

23    "   "  "    "  3,     ' 

' 

4     " 

33   "  "  "   "  4,     ' 

" 

3     " 

43   "  "  "   "  5,     ' 

" 

2     " 

S3    "  "  "   "  6,     ' 

'        >>        »>       »»       )  > 

I  trick 

63   '•'•  "    "  7,     ' 

'     losing  every  trick. 

Under  this  plan   Nullos  could  either  all  be 
played  without  a  trump  or  the  final   Declarer 
(  342  ) 


0  ^estions  of  Declaration  <5> 

could  be  allowed  to  select  either  a  suit  (and  if 
so  which)  or  a  No  Trump. 

But  one  other  variation  of  the  Nullo  remains 
to  be  mentioned.  It  is  the  idea  that  the  decla- 
ration be  played  to  win  tricks  exactly  as  a  No 
Trump  but  that  the  order  of  the  cards  be  re- 
versed, the  Deuce  being  high,  the  Ace  low.  The 
argument  in  favor  of  this  is  that  it  has  all  the 
equalization  advantages  but  does  not  require  the 
players  to  learn  a  new  game. 

These  schemes  all  appear  to  have  merit;  they 
should  be  accorded  a  thorough  trial  and  the  most 
attractive  selected. 

There  are  one  or  two  other  points  in  con- 
nection with  the  Nullo  that  have  occasioned 
some  discussion.  It  has  been  contended  that 
the  score  obtained  from  fulfilling  a  Nullo  con- 
tractshouldbe  enteredonly  in  thehonorcolumn, 
and  therefore  should  not  count  for  game.  In 
favor  of  this  there  seems  little  sound  argu- 
ment. There  is  plenty  of  skill  in  the  play  of  the 
Nullo,  and  if  it  be  worth  introducing  at  all, 
it  certainly  deserves  to  be  counted  in  the  trick 
column. 

(  343  ) 


4^  Auction  Developments  S? 

It  has  also  been  suggested  that  the  failure  to 
fulfill  a  Nullo  contract  and  the  successful  double 
of  a  Nullo  should  have  different  values  from 
similar  situations  with  a  positive  declaration. 
Strange  as  it  may  seem,  there  is  a  material  dif- 
ference of  opinion  as  to  whether  the  figures 
should  be  increased  or  decreased.  Some  think 
that  the  Nullo  is  harder  to  make  and,  doubled 
or  undoubled,  the  penalty  for  failure  should 
only  be  half  the  usual  figure;  others  contend 
that  rash  Nullo  bidding  should  be  strenuously 
discouraged,  and  defeating  a  Nullo  should  count 
lOO  if  it  be  undoubled,  200  if  doubled.  Once 
again  there  does  not  seem  to  be  any  sufficient 
reason  for  complicating  matters  by  departing 
from  the  recognized  values. 

One  other  change  has  been  advocated,  but 
has  not  found  favor.  It  is  that  when  the  declara- 
tion to  lose  is  the  contract,  the  player  who  first 
bids  the  Nullo  should  become  the  Dummy, 
his  partner  playing  the  combined  hands.  This 
might  make  it  somewhat  easier  to  fulfill  Nullo 
contracts,  as  the  weakness  would  not  be  ex- 
posed.  It  is  not,  however,  advocated  by  Nullo 

(  344  ) 


0  ^estions  of  Declaration  Q> 

enthusiasts,  as  they  consider  it  too  radical  a  va- 
riation of  Auction  customs. 

The  counting  of  honors  when  the  Nullo  is 
played  without  a  trump  has  also  occasioned  some 
discussion  and  the  practice  regarding  it  is  far 
from  uniform.  Some  prefer  to  play  without  any 
honors,  others  count  the  Deuces  as  they  would 
the  Aces  in  No  Trump;  a  certain  percentage  of 
the  latter  only  count  the  Deuces  when  four  are 
held  in  one  hand,  alleging  that  it  is  otherwise 
too  troublesome  to  remember  their  position. 
The  custom  of  regarding  the  Aces  as  the  honors, 
even  when  a  Nullo  is  declared,  is  still  observed 
by  many.  When  this  is  done,  the  usual  method 
is  reversed  and  the  Aces  count  against  those 
who  hold  them. 

At  this  writing,  while  the  Nullo  is  being 
played  in  many  localities  and  has  received  the 
unqualified  endorsement  of  a  number  of  able 
and  influential  writers,  there  is  still  consider- 
able doubt  whether  it  will  ever  be  universally 
adopted. 


(  345  ) 


<i>  Auction  Developments  S? 

ADVANTAGES    OF    THE    NULLO 

At  present  the  popular  sentiment  concerning 
it  is  unquestionably  greatly  divided.  Those  who 
favor  it  are  violent  partisans;  they  consider  a 
game  without  NuUos  uninteresting  and  classify 
those  who  do  not  approve  of  the  innovation  as 
"stupid  standpatters." 

The  main  arguments  in  support  of  the  new 
bid  are: — 

That  it  permits  a  large  percentage  (forty  is 
probably  a  fair  estimate)  of  hands  that  could 
not  otherwise  be  declared  to  participate  in  the 
declaration. 

That  it  gives  an  extra  call  to  a  considerable 
percentage  (probably  about  thirty)  of  hands  that 
contain  some  other  declaration. 

That  it  adds  spice  to  the  bidding,  as  it  creates 
the  keenest  competition  in  many  deals  which 
otherwise  would  afford  but  one  declaration. 

That  it  immeasurably  increases  the  skill  of 
the  play,  as  it.  requires  a  very  different  order  of 
talent  to  play  a  losing  game  from  that  which 
A-uction  has  hitherto  required. 
(  346  ) 


■  0  ^estions  of  Declaration  <*? 

That  as  the  play  of  the  NuUo  is  admitted  to 
be  more  difficult  than  that  of  a  suit  declaration 
and  as  a  suit  requires  more  ability  than  a  No 
Trump,  the  new  development  will  during  the 
play  require  an  advanced  standard  of  Auction 
skill. 

That  it  is  a  potent,  yet  dangerous,  weapon  in 
the  declaration,  as  the  determination  of  when 
and  how  far  to  use  it  requires  a  higher  degree 
of  judgment  than  the  bidder  has  hitherto 
been  called  upon  to  exercise,  and  consequently 
greatly  enhances  his  opportunities. 

DISADVANTAGES    OF    THE    NULLO 

The  objectors  to  the  NuUo  contend: — 

That  it  requires  every  Auction  player  to 
master  two  totally  dissimilar  styles  of  play  and 
to  be  able  to  use  either  when  called  upon. 

That  this  is  beyond  the  ability  of  any  but 
the  most  expert  card-player. 

That  the  adoption  of  the  Nullo  will  drive 
from  the  game  all  but  a  few  stars,  as  it  will  prove 
far  too  difficult  for  the  average  player. 

That  many  abandoned  Whist  because  it  was 
(  347  ) 


C*  Auction  T)evelopments  7  • 

"too  hard  work"  to  remember  all  the  small 
cards.  The  play  of  the  Nullo  requires  every 
one  at  the  table  to  remember  every  card  played 
and  unplayed  and  consequently  makes  the  game 
too  laborious  for  nine  out  of  every  ten  who  are 
fond  of  Auction. 

That  in  Auction  without  Nullos  the  expert 
has  as  great  an  advantage  over  the  average  player 
as  can  exist  without  destroying  the  popularity 
of  the  game.  The  introduction  of  the  Nullo 
practically  multiplies  this  advantage  by  three. 

That  the  Nullo  —  by  reason  of  additional 
bids,  more  hesitation  in  bidding,  large  increase 
in  the  number  of  contracts  that  fail,  and  great 
slowness  necessarily  incident  to  the  play,  trebles 
the  average  duration  of  a  rubber.  This  takes 
away  much  of  the  attraction  of  the  game,  and 
viewed  from  a  club  standpoint  is  extremely 
unfortunate. 

A     CONSIDERATION     OF    THE     NULLO     ARGUMENT 

Looking  at  the  question  without  prejudice 
it  would  seem  that  the  increased  competition  in 
bidding  and  the  material  value  given  to  other- 
(  348  ) 


0  ^estions  of  Declaration  cS^ 

wise  worthless  hands  are  distinct  advantages ; 
that  the  expert  has  a  most  attractive  feature 
added  to  his  play,  and  that  when  he  once  be- 
comes accustomed  to  it  he  will  not  wish  to  go 
back  to  the  other  game. 

But  will  the  Nullo  injure  the  popularity  of 
Auction  ? 

Unquestionably  a  certain  percentage  of  play- 
ers will  abandon  their  afternoon  rubber  at  the 
club  when  they  find  that  they  are  apt  to  have 
a  tiresome  wait  before  they  are  afforded  an  op- 
portunity to  cut  in  and  that  they  then  cannot 
estimate  with  any  accuracy  how  long  a  rubber 
will  last. 

The  main  danger,  however,  is  that  the  Nullo 
will  make  the  game  too  laborious  and  too  diffi- 
cult. The  real  lover  of  Auction  should  not  de- 
sire to  drive  from  the  game  a  large  proportion 
of  those  who  play  it.  It  does  seem  more  than 
possible  that  the  universal  adoption  of  the  Nullo 
will  cause  many  to  abandon  the  game  at  once 
and  that  their  example  in  time  will  be  followed 
by  others  who  gradually  realize  that  they  are  in 
too  deep  water. 

(  349  ) 


(^  Auction  Developments  S? 

In  the  play  of  a  declaration  to  win,  when  the 
average  player  drops  a  trick  he  is  generally  able 
to  realize  his  mistake;  in  playing  the  NuUo  he 
often  wins  four  or  five  more  than  his  cards  re- 
quire and  yet  cannot  comprehend  that  he  has 
not  played  perfectly. 

For  a  table  of  experts  the  NuUo  seems  to  be 
a  distinct  and  valuable  improvement,  with  one 
or  more  weak  players  in  the  party  it  is  almost 
an  Auction  crime  to  play  it. 

Unquestionably  the  new  idea  is  too  radical 
to  permit  a  hasty  determination  regarding  its 
adoption.  Its  novelty,  its  uncertainty  as  to 
values,  its  additional  complications  are  all  ele- 
ments to  be  considered,  but  neither  singly  nor 
collectively  are  they  sufficient  to  kill  the  Nullo 
if  it  prove  an  Auction  attraction. 

The  lesson  to  be  learned  from  the  way  Auc- 
tion supplanted  Bridge  must  be  borne  in  mind 
by  all  Auction  devotees.  The  card-playing  pub- 
lic craves  novelty.  The  change  in  the  count 
added  to  the  life  of  Auction  and  any  other  ma- 
terial improvement  will  have  the  same  effisct. 
On  the  other  hand,  any  alteration  which  makes 

(  350  ) 


0  ^estions  of  Declaration  <^ 

the  game  too  difficult  for  the  average  player 
must  prove  detrimental.  At  present  there  is  no 
cloud  in  the  Auction  horizon  ;  no  other  game 
threatens  to  supplant  it  in  popular  favor.  One 
may,  however,  appear  overnight,  as  soon  as  the 
majority  of  Auction  players  begin  to  find  the 
pastime  either  too  monotonous  or  too  laborious. 

SHOULD    THE    NULLO    BE    8    OR    10? 

With  the  numerous  forms  of  the  Nullo  that 
have  been  suggested  it  is  indeed  a  difficult  task  to 
predict  which  will  ultimately  be  selected  by  the 
consensus  of  Auction  opinion  as  the  most  at- 
tractive. At  present  it  is  almost  universally 
played  as  a  No  Trump  valued  at  either  8  or  lo, 
the  conflicting  declaration  to  win  in  either  case 
being  given  the  precedence. 

The  argument  in  favor  of  the  higher  valua- 
tion, namely,  that  the  Nullo  being  difficult  to 
make  and  requiring  great  skill  to  play  should 
be  worth  the  maximum,  is  convincing,  and  yet 
with  the  new  bid  rated  at  that  figure  the  suits, 
especially  Clubs  and  Diamonds,  are  cast  entirely 
too  much  in  the  background. 
(  351  ) 


(^  Auction  Developments  S? 

A  record  kept  at  one  club  indicates  that  with 
the  Nullo  at  lo,  No  Trumps  or  Nullos  are  the 
final  declarations  in  nearly  seventy-five  per 
cent  of  all  deals,  leaving  but  one  in  four  to  be 
played  with  a  suit  the  trump. 

This  would  seem  to  suggest  that  if  the  Nullo 
value  must  be  as  high  as  lo,  then  some  scheme 
should  be  adopted  to  advance  the  suit  value's.' 
This  would,  however,  be  confusing  and  would 
cause  the  abandonment  of  the  attractive  dis- 
tinction now  existing  between  major  and  minor 
suits. 

The  Nullo  at  8  is  played  with  considerable 
frequency  and  is  almost  as  valuable  a  forcer  as  at 
lo.  It  is  to  be  hoped  that  the  final  decision  may 
be  in  favor  of  this  valuation. 

THE    PLAY    OF    THE    NULLO 

If  Nullos  do  come,  much  will  doubtless  be 
written  concerning  the  correct  method  of  play- 
ing them.  It  is  quite  likely  that  many  learned 
theories  will  be  evolved,  some  of  which  it  will 
be  better  for  the  average  player  never  to  under- 
'   See  pages  448—5 1 . 

(   352   ) 


0  ^estions  of  'Declaration  c^ 

stand.  It  is  yet  far  too  early  to  announce  any 
conventional  or  approved  system.  Experts  will 
have  to  battle  with  each  other  in  attack  and  de- 
fense before  the  wheat  can  be  separated  from 
the  chaff  and  any  detailed  advice  given.  It 
is  hardly  likely  that  the  play  to  lose  will  ever 
be  systematized  as  the  play  to  win  has  been.  To 
teach  a  beginner  how  to  play  the  Nullo  is  almost 
a  hopeless  task,  and  to  give  written  suggestions 
when  the  management  of  every  hand  is  so  dif- 
ferent from  its  predecessor,  is  still  more  difficult. 
At  present  it  is  doubtless  sufficient  to  mention, 
for  the  benefit  of  those  who  desire  to  experiment 
with  the  new  idea,  that  NuUos  generally  have 
to  be  played  "  by  inspiration  "  after  deriving  all 
possible  information  from  the  declaration  and 
sizing  up  the  Dummy.  There  are  no  such  things 
as  fourth-best  leads,  high-card  informatory  leads, 
or  "  come-on  "  signals.  Many  of  the  recognized 
Auction  principles  are  reversed,  and  the  players 
indulge  in  more  or  less  of  a  scramble  to  get  rid 
of  cards  with  which  they  might  otherwise  be 
forced  to  take  tricks.  It  is  rudimentary  that  this 
can  best  be  accomplished  by  discarding,  and 
(  353  ) 


4>    '  Auction  Developments  S? 

that  leading  a  short  suit  paves  the  way  which 
makes  a  discard  possible.  It  is  quite  the  usual 
thing,  therefore,  for  the  original  leader  to  open 
his  shortest  suit,  especially  if  it  be  a  singleton, 
and  to  expect  his  partner  to  return  it  whenever 
the  opportunity  offers. 

There  are  some  hands,  however,  in  which  a 
wealth  of  small  cards  makes  the  lead  of  a  long 
suit  preferable  to  opening  a  short  high  one. 

Leading  a  short  high  suit,  such  as  queen,  8, 
is  sometimes  a  mistake,  as  it  warns  the  other  side 
of  its  shortness,  and  also  eliminates  the  possibil- 
ity of  an  opponent  leading  the  top  cards  of  that 
suit  with  the  idea  that  it  is  evenly  divided  and 
that  he  can  by  this  form  of  gambit  establish  it 
with  his  adversaries. 

Starting  the  play  by  winning  a  trick  or  two 
is  a  method  that  often  has  to  be  adopted.  With 
Ace,  King,  a,  it  would  be  folly  to  open  with 
the  low  card.  It  is  obviously  much  better  to 
win  the  two  inevitable  tricks  at  once  and  remain 
with  a  sure  loser  rather  than  be  left  with  re- 
entries, which  are  as  undesirable  playing  Nullos 
as  they  are  advantageous  in  No  Trump. 
(  354  ) 


0  ^estions  of  Declaration  ♦ 

The  Declarer  of  the  bid  to  lose,  even  more 
than  his  adversaries,  must  play  by  card  instinct 
rather  than  by  fixed  principle.  He  knows  the 
weakness  of  his  own  hand,  but  that  being 
hidden  he  can  take  more  chances  with  it  than 
with  high  cards  in  the  Dummy  which  his  ad- 
versaries are  scheming  to  make  trick-winners 
at  that  fatal  moment  late  in  play  when  if  the 
Dummy  get  in  he  cannot  get  out. 

The  Declarer,  therefore,  regardless  of  the 
number  of  tricks  he  may  win,  must  get  rid  of 
Dummy's  reentries  before  he  parts  with  all  of 
Dummy's  exits.  The  retention  of  the  exit  is 
most  necessary,  and  it  is  just  as  important  if 
possible  to  take  such  a  card  from  an  adversary. 

All  this  theory,  however,  is  hard  to  apply. 

Card-sense  rather  than  system  must  guide  the 
player  of  the  Nullo,  whether  he  be  Declarer  or 
Opponent.  Skill  in  the  manipulation  of  thecards, 
ability  to  size  up  situations,  and  to  play  to  the 
drop  are  the  factors  which  produce  satisfactory 
results.  If,  therefore,  the  card-players  of  the 
United  States  ever  determine  to  adopt  a  system 
in  which  the  loser  is  the  winner,  they  may  at  least 
(  355  ) 


4^  Auction  Developments  V 

be  assured  that  it  will  add  brilliancy  as  well  as 
variety  to  the  game. 

THE    DECLARATION    OF    THE    NULLO 

How  the  Nullo  should  be  declared  depends 
materially  upon  its  value  as  compared  with  bids 
to  win.  There  is  very  little  difference,  however, 
between  the  bidding  of  a  Nullo  worth  8  and  a 
Nullo  worth  lo.  As  these  are  the  values  now  in 
general  use,  a  few  words  upon  the  declaration 
with  either  as  the  Nullo  rating  would  seem  ap- 
propriate. 

The  first  question  to  be  determined  is,  with 
what  character  of  hand  should  a  Nullo  be  bid. 
It  is  just  the  opposite  of  the  declaration  to  win. 
There,  at  least,  a  certain  numberof  winning  cards 
must  be  held.  To  justify  a  bid  to  lose,  there  must 
not  be  more  than  a  certain  number  of  sure  win- 
ners or  dangerous  cards.  This  is  especially  true 
in  assisting  a  partner's  Nullo,  as  the  raising  hand 
will  be  exposed  and  its  weakness  exhibited  to 
merciless  adversaries. 

Having  one  or  two  good  suits  does  not  make 
an  effective  Nullo,  if  the  hand  contain  too  many 
(  356-) 


0  ^estions  of  Declaration  Q> 

winners.  The  strength  of  a  NuUo  hand  is  not 
the  presence  of  losers,  but  the  absence  of  win- 
ners. 

Of  course  the  low  cards  (2,  3,4,  5)  are  valu- 
able and  the  doubtful  cards  (6,  7,  8,  9)  are  not 
so  dangerous  if  the  partner  have  started  with  a 
Nullo,  as  he  may  have  most  of  the  smaller  ones 
in  that  suit.  The  high  cards  (Ace,  King,  Queen, 
Knave,  Ten)  are  not  winners  if  accompanied  by 
a  number  of  low  ones  of  the  same  suit.  For 
example,  a  three-card  suit  consisting  of  Ace, 
King,  Queen,  unless  a  discard  be  possible,  would 
mean  three  sure  tricks,  but  the  same  high-card 
combination  accompanied  by  the  4,  3  2,  would 
not  be  counted  as  a  trick,  as  the  low  c  irds  could 
be  played  whenever  that  suit  was  led. 

The  Dealer,  or  the  Second  Hand,  who  bids 
one  Nullo  must  estimate  that  his  partner  will 
win  his  share  of  tricks,  but  can  figure  that  play- 
ing the  open  hand  is  a  great  advantage  and  that 
his  own  hand  will  not  be  exposed.  It  is  also 
sometimes  most  helpful  to  "get  to  the  Nullo 
first,"  as  it  may  frighten  the  adversaries  away 
from  that  declaration. 

(  357  ) 


(^  Auction  Developments  S? 

In  determining  whether  a  hand  warrants  the 
bid  of  a  Nullo,  the  cards  should  be  divided  into 
three  classes,  namely,  winners,  dangerous,  and 
losers.  These  divisions  are  not  made  arbitrarily 
by  the  size  of  the  cards,  but  by  the  general 
composition  of  the  suit. 

Examining  a  few  hands  will  make  this 
clear. 

Take  for  example  — 

Spades  Ace,  King 

Hearts  Ace,  King,  5,  2 

Diamonds  5,  3 

Clubs  Knave,  7,  6,  4,  2 

The  above  hand  is  at  least  a  two-trick  Nullo, 
as  the  Spades  are  sure  winners.  One  Heart  at 
least  must  also  be  won  if  that  suit  be  led  three 
times  before  a  discard  can  be  obtained.  It  may, 
however,  be  possible  to  get  rid  of  both  high 
Hearts.  It  is  almost  sure  that  one  can  be  dis- 
carded. The  Knave  of  Clubs  has  sufficient  small 
card  support  so  that  it  is  not  dangerous.  This 
hand  should,  therefore,  be  labeled  two  tricks  sure, 
one  more  probable.  • 

(  358  ) 


0  ^estions  of  Declaration  ♦ 

Spades        Ten,  9,  2 
Hearts        Knave,  Ten,  7 
Diamonds  5,  4,  3,  2 
Clubs  Ace,  King,  2 

While  this  hand  has  strong  Nullo  features 
(three  Deuces  and  a  perfect  Diamond  suit),  it 
is  not  a  good  Nullo  bid,  as  it  has  too  many 
tricks,  without  a  chance  to  discard.  It  seems 
likely  to  win  two  Clubs,  one  Spade,  and  one  or 
two  Hearts,  so  it  is  a  four  (possibly  five)  trick 
hand. 

Every  hand  can  be  sized  up  in  this  way  with 
more  or  less  accuracy,  and  the  question  is  how 
many  tricks  should  bar  an  original  Nullo  bid 
and  how  many  should  prevent  a  player  from  ad- 
vancing his  partner's  declaration  to  lose. 

The  whole  Nullo  scheme  is  as  yet  so  new 
that  players  have  not  had  sufficient  experience 
to  definitely  determine  the  exact  figure.  It  would 
seem  safe,  however,  to  fix  three  sure  tricks  as 
the  limit,  and  to  say  that  a  hand  which  will 
probably  take  more  than  that  number  should 
never  be  started  with  a  Nullo.  On  this  basis 
three  sure  tricks  becomes  a  border-line  Nullo, 
(  359  ) 


^  Auction  Developments  V 

and  any  better  Nullo  hand  should  unquestion- 
ably be  started  with  the  new  bid. 

To  bid  two  Nullos  either  as  a  preemptive 
call  or  over  an  adverse  declaration,  the  partner 
not  having  had  a  chance  to  declare,  is  always 
dangerous,  and  should  not  be  ventured  if  the 
hand  may  take  more  than  two  tricks.  The 
Nullo  bidder  should  rarely,  if  ever,  advance 
his  own  declaration  unless  his  partner  has  indi- 
cated a  Nullo  holding. 

To  assist  a  partner's  Nullo  even  once  re- 
quires exactly  the  same  lack  of  tricks  that  it 
does  to  bid  it  originally.  It  is  perfectly  true  that 
one  or  even  two  cards  that  seem  to  be  trick- 
winners  may  fall  with  a  similar. card  or  cards 
held  by  the  partner;  but  it  is  the  open  hand, 
and  in  any  suit  in  which  the  Deuce  is  not 
held  even  a  "Three"  may  become  a  winner. 

The  play  of  the  Nullo  abounds  in  surprises, 
and  heavy  penalties  can  only  be  avoided  by 
cautious  bidding.  The  exposed  cards  of  the 
player  who  helps  his  partner  are  targets  at  which 
the  adversaries  shoot  their  small  cards.  The  De- 
clarer may  have  three  tricks;  the  declaration  of 
(  360  ) 


0  ^estions  of  Declaration  <!i> 

two  allows  only  five  to  be  won ;  therefore,  with 
more  than  three,  it  is  not  wise  to  advance  a 
Nullo. 

To  bid  the  Nullo  higher  than  two,  great 
judgment  is  required.  To  justify  so  doing,  the 
hand  must  be  better  than  the  border-line  hold- 
ing and  the  partner  must  have  assisted. 

The  great  difficulty  in  sizing  a  hand  for  a 
Nullo  bid  is  the  question  of  the  intermediate 
or  dangerous  cards.  When  they  should  be 
counted  as  a  trick  is  often  hard  to  determine.  In 
this,  experience  is  the  best  guide,  but  it  is  always 
well  to  remember  that  the  Deuce  is  the  most  im- 
portant card,  a  suit  which  is  composed  of 

9.  8,  4,  3 

may  reasonably  be  estimated  as  one  trick,  and 
yet  it  stands  a  fair  chance  of  taking  two;  but 
if  it  be 

9,  8,  4,  2 

it  is  infinitely  stronger  and  can  safely  be  con- 
sidered as  worth  not  more  than  one  trick. 
Estimating  the  winners  in  a  hand  soon  be- 
(  361   ) 


(^  Auction  De'velopments  7 

comes  easy,  and  while  of  course  the  result  often 
produces  surprises  of  both  kinds,  the  studious 
Declarer  becomes  remarkably  accurate. 

Spades        Queen,  Ten,  7,  5,  4,  3 

Hearts        6,  3 

Diamonds  2 

Clubs  King,  Queen,  4,  2 

is  sound  Nullo  bid.  Both  high  Clubs  can  prob- 
ably be  discarded,  —  one  certainly  can  be;  the 
Spades  may  cost  a  trick,  but  only  a  long  ad- 
verse Deuce  can  produce  that  result.  It  may 
be  a  trickless  hand  and  two  would  seem  to  be 
the  maximum.  With  such  a  holding  a  partner 
who  has  started  with  a  Nullo  can  be  advanced 
several  times.  Even  if  this  hand  be  exposed  it 
cannot,  if  skillfully  played,  be  forced  to  take 
more  than  two  tricks  and  probably  not  that. 
The  chances  are  in  that  case  the  partner  has  the 
Deuce  of  Diamonds  in  which  event  the  Club 
suit  alone  is  dangerous.  Even  as  an  open  hand 
two  tricks  would  seem  about  the  maximum,  one 
the  probability. 

(  362  ) 


0  ^estions  of  Declaration  ♦ 


THE    NULLO    RESCUE 

If  the  partner  of  the  NuUo  bidder  have  a 
prohibitive  holding  he  should  not  allow  the 
Nullo  to- stand.  Its  doom  in  that  case  is  sure 
and  if  possible  should  be  avoided. 

The  situation  is  very  different  from  a  player 
with  a  "bust"  passing  his  partner's  declaration 
to  win.  In  that  case,  he  too  must  bid  to  win 
and  must  go  higher;  he  must  also  remember 
that  his  partner  may  have  the  strength  to  ful- 
fill his  contract  although  he  be  unassisted. 

The  Nullo  rescue  presents  the  opposite  pro- 
position. The  partner  of  the  bidder  to  lose 
knows  that,  no  matter  how  wonderful  the  hold- 
ing of  the  Declarer  may  be,  the  contract  can- 
not be  fulfilled.  Furthermore,  the  Nullo  holder 
may  have  strength  in  his  declaration,  as  a  Nullo 
does  not  by  any  means  negative  aid  for  a  de- 
claration to  win. 

The  rescue  theory,  however,  may  readily  be 

carried  too  far.   One  Nullo  is  not  apt  to  stand, 

and  a  sound  bidder  who  calls  one  does  not  go 

to  two  without  encouragement  from   his  part- 

(  363  ) 


^  Auction  Developments  7 

ner.'  Of  course,  if  the  partner  have  a  declara- 
tion to  win  that  looks  like  a  possible  game,  he 
should  make  it  over  one  Nullo.;  but  otherwise 
he  should  not  take  that  call  out  unless  he  have 
an  unusually  awkward  Nullo  holding. 

The  one  place  in  which  a  rescue  is  impera- 
tive is  when  the  partner  has  doubled  an  adverse 
Nullo.  In  that  event  if  the  Declarer  be  satisfied 
from  the  character  of  his  hand  that  the  double 
will  fail,  he  must  if  any  way  present  itself  get 
his  side  out  of  a  most  unpleasant  predicament. 

PREEMPTIVE    BIDS 

With  the  Nullo  a  part  of  the  declaration  pre- 
emptive bids  become  much  more  important.  It 
is  another  dangerous  declaration  to  shut  out, 
and  therefore  with  a  hand  which  will  be  a  bo- 
nanza for  the  adversaries  if  Nullos  be  played, 
it  is  often  wise  to  start  with  two  No  Trumps 
or  a  high  bid  in  Hearts  or  Royals,  although 
the  hand  contain  general  strength.  Without 
Nullos  such  a  hand  is  willing  to  encourage  ad- 

'   Except  with  a  practically  trickless  hand. 
i   364   ) 


0  ^estions  of  Declaration  <!i> 

verse  bidding;  with  the  Nullo  in  the  game  the 
situation  is  reversed. 

The  Nullo  being  the  most  dangerous  bid  to 
make  is  more  easily  shut  out  by  preemption  than 
is  the  case  with  a  declaration  to  win,  and  that 
character  of  bidding  with  the  Nullo  in  the  game 
assumes  even  more  importance  than  heretofore. 

THE    COMBINATION    NULLO 

Much  more  frequently  than  the  player  with 
little  Nullo  experience  would  imagine,  a  hand 
justifies  both  a  declaration  to  lose  and  one  to 
win.  Two  examples  follow  — 

Spades  Ace,  King,  Queen,  5,  4,  2 

Hearts  Ace,  4,  2 

Diamonds  6,  3 

Clubs  4, 3 

Spades.        Ace,  5,  3,  2 
Hearts         4,  3 
Diamonds  Ace,  King,  5,  3,  2 
Clubs  Ace,  3 

The  first  is  a  combination  Royal  and  Nullo; 
the  second  a  combination  No  Trump  and  Nullo. 
(  365  ) 


(^  Auction  Developments  S? 

These  hands,  just  as  is  the  case  with  a  two-suiter, 
should  be  declared  with  the  object  of  giving  the 
partner  the  opportunity  to  indicate  which  decla- 
ration i.s  the  better  for  his  holding. 

The  first  call  should,  therefore,  be  the  higher 
valued  declaration,  and  it  should  if  possible  be 
followed  by  two  of  the  lower.  This  gives  the 
partner  the  option  of  allowing  the  second  selec- 
tion to  stand  or  of  going  back  to  the  first  without 
increasing  the  size  of  the  contract. 

For  example,  in  the  first  case  mentioned,  if 
the  Nullo  be  valued  at  8  the  initial  bid  should 
be  one  Royal  followed  by  two  Nullos.  If  the 
Nullo  be  played  at  lo,  it  should  be  called  first, 
followed  by  two  Royals. 

THE    ONE    SPADE    BID 

The  introduction  of  the  Nullo  does  not  by 
any  means  eliminate  from  the  game  the  bid  by 
the  Dealer  of  one  Spade.  While  it  is  not  made 
so  frequently,  there  are  still  many  hands  which 
permit  no  other  call. 

Any  hand  which  does  not  contain  a  declara- 
tion to  win  and  which  would  probably  take 
(  366  ) 


0  ^estions  of  Declaration  ♦ 

more  than  three  tricks  in  the  declaration  to  lose 
should  be  called  one  Spade. 

It  is,  therefore,  obvious  that  the  partner  of  a 
one  Spade  bidder  should  be  very  conservative 
in  making  a  Nullo  declaration.  If  the  Dealer 
call  a  No  Trump  or  a  suit  he  may  still  have  a 
Nullo  hand,  but  when  he  starts  with  a  Spade 
he  negatives  that  possibility. 

After  a  Dealer's  Spade  the  Third  Hand 
should  not  bid  a  Nullo  with  any  hand  contain- 
ing more  than  a  maximum  of  two  tricks;  even 
with  but  two  it  is  a  dangerous  call. 

THE    NULLO    SECOND    HAND 

Over  a  Dealer's  bid  of  one  Spade  the  Nullo 
should  be  bid  by  the  Second  Hand  with  any 
holding  with  which  a  Dealer  would  open  with 
the  declaration  to  lose. 

CREDIT    FOR    THE    NULLO 

The  Nullo  was    invented  by  Mr.    Fred   C. 

Thwaites  of  Milwaukee.     At  the  time  the  idea 

occurred   to  him  (latter  part  of  19 12)  he  was 

the  President  of  the  American  Whist  League. 

(  367  ) 


^  Auction  Developments  S? 

He  did  not  make  it  public  until  after  he  had 
given  it  a  thorough  trial.  His  original  value 
was  lo  but  outranking  the  No  Trump.  He 
however  now  agrees  with  Mr.  Metcalfe's  idea 
of  II. 

The  first  series  of  Nullo  articles  was  written 
by  Mr.  Metcalfe  and  appeared  in  the  Chicago 
"Tribune"  in  February  and  March,  1913. 

In  the  East  a  most  able  battle  for  the  idea 
has  been  fought  by  Miss  Florence  Irwin  in  her 
weekly  Auction  articles  in  the  New  York 
"  Times."  Long  before  other  metropolitan  writ- 
ers she  recognized  the  advantages  of  the  plan 
and  urged,  first,  that  it  be  given  a  trial,  and 
then,  becoming  more  confident  of  her  ground, 
that  it  be  adopted. 


PART   VI 


PART  VI 

DUPLICATE   AND   PROGRESSIVE  AUCTION 

Duplicate  and  Progressive  Auction  are  two 
variations  of  the  ordinary  method  of  play  that 
are  rapidly  increasing  in  popular  favor. 

The  former  plan  is  employed  when  players 
desire,  as  far  as  possible,  to  eliminate  the  luck 
of  the  deal  by  equalizing  the  distribution  of  the 
cards.  It  is  used  by  those  who  wish  to  make 
the  game,  as  nearly  as  it  can  be,  one  hundred 
per  cent  skill,  and  who,  in  order  to  accomplish 
that  purpose,  are  willing  to  submit  to  some 
inconveniences  and  complications. 

Progressive  Auction  is  the  favorite  plan  for 
Auction  parties,  large  or  small,  where  the  higher 
test  of  skill  furnished  by  Duplicate  play  is  not 
desired,  but  where  it  is  deemed  more  attractive 
to  arrange  that  each  pair,  instead  of  playing  at 
one  table  against  the  same  opponents  during 
the  entire  session,  shall  meet  a  number  of  dif- 
ferent adversaries.   In  many  cases  the  partners 

(  371  ) 


(i>  Auction  Developments  S? 

also  are  frequently  changed,  so  as  to  add  all  the 
variety  possible  to  the  contest  and  to  make  it 
an  individual  rather  than  a  pair  competition. 

While  it  is  true  that  in  many  forms  of  the 
Duplicate  game  some  of  the  players  are  required 
to  progress,  it  has  nevertheless  become  custom- 
ary to  designate  as  Duplicate  any  style  of  Auc- 
tion in  which  the  same  hand  is  played  more 
than  once,  while  the  term  Progressive  is  applied 
to  games  in  which  the  hands  are  not  replayed, 
but  in  which  the  players,  or  at  least  a  certain 
percentage  of  them,  at  certain  specified  periods 
move  from  one  table  to  another. 

It  is  unquestionably  correct  to  call  a  dupli- 
cate contest  in  which  some  of  the  players  move, 
Progressive-Duplicate. 

All  these  variations  of  Auction  are  very  at- 
tractive and  they  would  doubtless  be  in  more 
general  use  were  the  most  approved  methods 
for  their  management  generally  understood. 

The  rudimentary  explanation  which   follows 

of  the  manner  in  which  these  games  may   be 

conducted  is  given  with  the  hope  that  it  may 

facilitate  the  task  of  those  who,  with  little  pre- 

(  372  ) 


0    Duplicate  and  Progressive  Auction    ^ 

vious  experience,  wish  to  arrange  or  participate 
in  contests  of  this  character. 

DUPLICATE  AUCTION 

The  idea  of  playing  Auction,  or  any  other 
card  game,  in  Duplicate  is  to  increase  the  per- 
centage of  skill  by  eliminating  the  luck  which 
of  necessity  must  result  from  the  deal. 

Duplicate  Auction  is  played  much  as  ordin- 
ary Auction  with  this  exception:  The  hands 
are  kept  separate  as  played  and  are  then  used 
again  in  the  overplay.  A  separate  pack  of  cards 
is  required  for  each  deal. 

The  first  impression  which  the  mind  receives 
when  it  grasps  the  idea  of  playing  a  card  game  in 
duplicate  is  that  all  luck  must  thereby  be  elimi- 
nated and  that  the  result  of  the  game  must  con- 
clusively demonstrate  the  comparative  ability 
of  the  contestants. 

When  a  team  plays  both  the  North  and 
South  and  East  and  West  hands,  and  its  oppo- 
nents hold  the  same  cards,  or  when  the  score 
of  a  pair  is  compared  only  with  the  scores  of  other 
pairs  who  have  played  with  exactly  the  same 
(  373  ) 


(^  Auction  Developments  S? 

hands  against  adversaries  with  precisely  the  same 
cards,  it  seems  as  if  skill  must  be  the  only  fac- 
tor in  the  determination  of  the  result. 

This,  however,  is  not  literally  true.  The 
Duplicate  game  is  the  highest  possible  test  of 
Auction  science,  and  in  the  long  run  is  sure  to 
bring  the  most  expert  players  to  the  top,  but  a 
single  deal  or  even  a  single  session  is  far  from 
conclusive. 

Bad  play  and  unwarranted  declarations  may 
prove  successful  for  a  time,  but  in  the  end,  if 
the  Duplicate  system  be  adopted,  the  sound 
bidder  and  skillful  player  will  receive  his  merited 
reward. 

There  is  considerable  difference  of  opinion  in 
regard  to  the  respective  percentages  of  luck  and 
skill  in  an  ordinary  game  of  Auction.  It  is  not 
a  question  which  can  be  determined  with  mathe- 
matical accuracy,  as  it  must  vary  materially 
with  the  skill  of  the  players.  With  beginners  it 
may  be  ten  per  cent  skill  and  ninety  per  cent 
luck;  with  experts  the  percentage  of  skill  may 
run  as  high  as  thirty.  What  it  really  is  must  be 
at  best  a  guess.  There  can  be  no  doiibt,  how- 
(  374  ) 


0    Duplicate  and  Progressive  Auction    <?> 

ever,  regarding  the  effect  that  the  adoption  of 
the  Duplicate  form  of  play  produces  upon  the 
respective  percentages  of  luck  and  skill.  It  is 
estimated  that  in  Duplicate  team  matches  the 
percentage  of  skill  varies  from  eighty  to  ninety- 
five,  while  in  Duplicate-Progressive  contests  it 
is  somewhat  lower,  ranging  from  sixty  to  ninety 
per  cent. 

The  reason  for  this  difference  is  that  in  a 
contest  in  which  one  team  (no  matter  what  its 
size  may  be)  plays  exclusively  against  another, 
the  losing  declarations  and  the  tricks  thrown 
away  by  any  individual  or  pair  must,  as  they 
should,  advance  the  score  of  the  opposing 
team. 

In  Progressive-Duplicate,  however,  when, 
for  example,  Pair  A  plays  a  complicated  set  of 
deals  against  Pair  Y  and  a  simple  set  against 
Pair  Z,  while  Pair  B,  playing  the  same  deals, 
reverses  the  opponents,  it  may  be  that  A,  B, 
and  Z  declare  and  play  them  all  perfectly;  that 
Y  is  able  to  handle  the  easy  ones  successfully, 
but  unable  to  do  justice  to  the  intricate  situa- 
tions. In  this  case  the  comparison  of  the  scores 
(  375  ) 


(^  Auction  Developments  7 

of  Y  and  Z  would  indicate  the  amount  of  skill 
they  have  respectively  exhibited,  but  the  com- 
parison between  A  and  B,  although  both  played 
with  exactly  the  same  degree  of  ability,  would 
result  in  favor  of  A,  merely  because  A  had  the 
good  fortune  to  play  the  difficult  deals  against 
the  weaker  adversaries. 

Team  matches  are,  therefore,  the  most  satis- 
factory tests  of  skill,  but  they  are  only  possible 
when  there  are  contesting  teams.  Progressive- 
Duplicate  is  suitable  for  any  form  of  game  par- 
ticipated in  by  eight  or  more  players,  and  while 
not  as  conclusive  a  test  as  team  play,  it  is  never- 
theless much  more  apt  to  reward  ability  than 
Progressive  Auction  played  without  any  dupli- 
cate feature. 

A  celebrated  Eriglish  authority  once  gave  as 
his  opinion  that  in  playing  straight  Whist  (i.e., 
Whist  as  the  cards  happened  to  be  dealt),  it 
took  ten  years  of  constant  play  to  even  up  the 
luck.  In  playing  Progressive-Duplicate  a  very 
few  sittings  will  accomplish  the  same  object. 

Any  kind  of  duplicate  play  is  a  much  more 
satisfactory  test  of  skill  than  any  method  which 
(  376  ) 


0    Duplicate  and  Progressive  Auction    ♦ 

allows  the  luck  of  the  deal  to  be  the  most  im- 
portant factor  in  determining  the  winner. 

All  duplicate  methods  of  play  were  very 
popular  in  Whist  (they  still  are  with  those  who 
retain  their  love  for  that  game),  but  did  not  find 
so  much  favor  in  Bridge,  as  it  was  argued  that  the 
variations  in  the  makes  and  differences  in  the 
score  made  the  play,  even  of  the  same  cards,  so 
dissimilar  that  comparisons  were  of  little  value. 

When  Auction  was  introduced,  it  was  gen- 
erally supposed  that  the  same  argument  must 
apply  even  more  forcefully  to  a  bidding  game, 
and  consequently,  until  very  recently,  the  dupli- 
cate propositions  received  but  little  attention. 
Now,  however,  it  is  realized  that  the  idea  of 
abandoning  rubbers  and  making  each  deal  count 
for  itself,  as  far  as  the  game  score  is  concerned, 
eliminates  the  objection  that  playing  to  the 
score  (impossible  to  accomplish  successfully 
in  duplicate)  is  essential  in  Auction.  It  is  also 
now  conceded  that  skill  in  the  declaration  is 
more  important  than  science  in  the  play,  and 
that  when  each  deal  constitutes  a  separate  game, 
playing  in  duplicate  produces  a  most  valuable 
(  377  ) 


(i>  Auction  Developments  ^ 

comparison  of  the  manner  in  which  the  com- 
peting players  declare. 

The  Auction  players  of  the  United  States 
have  therefore  just  awakened  to  the  realization 
that  Duplicate  Auction  is  not  only  possible,  but 
that  it  is  a  most  attractive  and  instructive  form 
of  play. 

HOW    TO    PLAY    DUPLICATE    AUCTION 

To  play  Auction  in  duplicate  the  use  of 
duplicate  trays  is  advisable.  These  trays  are 
square,  each  containing  four  pockets,  one  op- 
posite each  player.  Upon  each  tray  is  a  star 
or  arrow  to  designate  the  way  in  which  it  must 
be  placed  upon  the  table  and  to  show  which 
player  is  the  Dealer.  As  a  rule  this  symbol  is 
directed  toward  the  North,  but  in  rooms  which 
do  not  point  North  and  South  it  is  pointed 
toward  some  particular  wall  which  is  designated 
for  that  purpose.  The  trays  are  numbered  on 
the  back,  and  if  played  in  numerical  order  the 
deal  rotates  as  in  the  ordinary  game. 

Playing  a  deal  for  the  first  time  the  hands  are 
dealt  in  the  usual  manner  and  the  tray  is  then 
(  378  ) 


0    Duplicate  and  Progressive  Auction    <^ 

placed  on  the  table  in  the  proper  direction.  The 
declaration  proceeds  without  any  variation,  but 
when  the  play  starts,  instead  of  gathering  the 
cards  in  tricks,  each  player  lays  his  cards  face 
up  in  front  of  him,  the  Declarer  either  playing 
or  naming  the  card  for  the  Dummy  to  play. 

As  soon  as  a  trick  is  complete,  the  four  cards 
composing  it  are  turned  face  downward  and  are 
so  placed  that  they  show  which  side  has  won. 
each  trick.  This  is  accomplished  by  having  the 
two  players  who  win  the  trick  point  their  cards 
toward  themselves,  while  the  losers  place  their 
cards  pointing  toward  their  opponents;  this  of 
course  leaves  the  longer  side  next  to  the  player. 
During  or  at  the  end  of  the  play  it  is  quite  simple 
to  count  the  number  of  tricks  won  by  each  side. 
When  the  score  is  made  up,  if  there  be  any  mis- 
take or  dispute  it  is  perfectly  easy  to  examine 
the  direction  the  various  cards  point  and  ascer- 
tain which  trick  or  tricks  is  the  cause  of  trouble. 
The  trick  or  tricks  in  question  can  then  be 
turned  over  and  the  correct  count  determined. 

The  following  diagram  shows  the  method 
above  described  of  retaining  the  cards  and  desig- 
(  379  ) 


Auction  Developments 


7 


nating  the  winner  of  each  trick.  It  shows  how  a 
table  would  appear  at  the  end  of  six  tricks  if 
North  and  South  had  won  the  first,  second,  and 
fifth  tricks,  East  and  West  the  third,  fourth, 
and  sixth. 


NORTH 


When  the  score  has  been  agreed  upon  and 
entered  on  the  score-sheet,  each  player  shuffles 
his  hand  (so  that  the  order  in  which  the  cards 
were  played  cannot  be  noticed  by  the  player  who 
next  gets  it)  and  places  it  in  the  pocket  of  the 
(  380  ) 


0    Duplicate  and  Progressive  Auction    ^ 


tray  which  is  opposite  to  him.   This  tray  is  then 
ready  for  the  overplay. 

The  overplay  of  a  tray  differs  from  the  orig- 
inal in  one  respect  only.  The  cards  are  not 
dealt.  Each  player  takes  his  hand  from  the 
pocket  immediately  in  front  of  him,  and  the 
player  who  is  shown  by  the  tray  to  be  the  Dealer 
starts  the  declaration.  On  the  last  play  of  a  tray 
unless  the  players  desire  to  preserve  the  hands 
for  future  reference,  the  play  can  be  as  in  ordi- 
nary Auction,  the  tricks  being  booked.  It  goes 
without  saying  that  in  placing  the  trays  upon 
the  table  for  overplay,  great  care  must  be  exer- 
cised to  see  that  they  are  pointing  in  the  right 
direction  before  any  player  looks  at  a  card. 

The  Whist  Club  of  New  York  until  very  re- 
cently (November,  19 13)  did  not  consider  that 
a  sufficient  amount  of  Auction  was  being  played 
in  duplicate  to  make  advisable  the  adoption  of  a 
special  code  governing  that  form  of  game. 

It  has  now,  however,  become  evident  that  Auc- 
tion is  following  in  the  footsteps  of  Whist,  and 
that  the  duplicate  method  of  play  which  best 
develops  the  science  of  the  game,  having  been 

(  381  ) 


4>  Auction  Developfnents  ^ 

made  practical,  is  sure  to  grow  in  popular  favor. 
The  laws  which  follow  are  believed  to  be  the 
first  Duplicate  code  that  has  appeared  in  print. 

THE  LAWS  OF  DUPLICATE  AUCTION 

(Adopted  by  the  Whist  Club  of  New  York,  November,  1913.) 

Duplicate  Auction  is  governed  by  the  Laws 
of  Auction/  except  in  so  far  as  they  are  modi- 
fied by  the  following  special  laws:  — 

A.  Scoring.  In  Duplicate  Auction  there  are 
neither  games  nor  rubbers.  Each  deal  is  scored 
just  as  in  Auction  with  the  addition  that  when- 
ever a  pair  makes  30  or  more  for  tricks  as  the 
score  of  one  deal,  it  adds  as  a  premium  125 
points  in  its  honor  column. 

B.  Irregularities  in  the  Hands.  If  a  player 
have  either  more  or  less  than  his  correct  num- 
ber of  cards,  the  course  to  be  pursued  is  deter- 
mined by  the  time  of  the  discovery  of  the  ir- 
regularity. 

(i)  When  the  irregularity  is  discovered  be- 
fore or  during  the  original  play:  There 
must  be  a  new  deal. 

■   See  pages  i  5-46. 

(    382    ) 


0    Duplicate  and  Progressive  Auction    * 

(2)  When  the  irregularity  is  discovered  at  the 
time  the  cards  are  taken  up  for  overplay 
and  before  such  overplay  has  begun:  It 
must  be  sent  back  to  the  table  from  which 
it  came,  and  the  error  be  there  rectified. 

(3)  When  the  irregularity  is  not  discovered 
until  after  the  overplay  has  begun: 

In  two-table  duplicate  there  must  be  a 
new  deal;  but  in  a  game  in  which  the 
same  deals  are  played  at  more  than  two 
tables,  the  hands  must  be  rectified  as  is 
provided  above  and  then  passed  to  the 
next  table  without  overplay  at  the  table 
at  which  the  errorwas  discovered,  in  which 
case,  if  a  player  have  less  than  thirteen 
cards  and  his  adversary  the  corresponding 
surplus,  each  pair  takes  the  average  score 
for  that  deal ;  if,  however,  his  partner  have 
the  corresponding  surplus,  his  pair  is  given 
thelowestscoreandhisopponentsthehigh- 

est  score  made  at  any  table  for  that  deal. 

C.  Playing  the  cards.   Each  player,  when  it  is 
his  turn  to  play,  must  place  his  card,  face  up- 
(  383) 


(^  Auction  Developments  S? 

ward,  before  him  and  toward  the  center  of  the 
table.  He  must  allow  it  to  remain  upon  the 
table  in  this  position  until  all  have  played  to  the 
trick,  when  he  must  turn  it  over  and  place  it  face 
downward,  nearer  to  himself;  if  he  or  his  part- 
ner have  won  the  trick,  the  card  should  point 
toward  his  partner  and  himself;  otherwise  it 
should  point  toward  the  adversaries. 

The  Declarer  may  either  play  Dummy's  cards 
or  may  call  them  by  name  whenever  it  is 
Dummy's  turn  to  play  and  have  Dummy  play 
them  for  him. 

A  trick  is  turned  and  quitted  when  all  four 
players  have  turned  and  ceased  to  touch  their 
respective  cards. 

The  cards  must  be  left  in  the  order  in  which 
they  were  played  until  the  scores  of  the  deal 
have  been  recorded. 

D.  'The  Revoke.  A  revoke  may  be  claimed  at 
any  time  before  the  last  trick  of  the  deal  in 
which  it  occurs  has  been  turned  and  quitted  and 
the  scores  of  that  deal  agreed  upon  and  recorded, 
but  not  thereafter. 

E.  Error  in  Score.    A  proven   error  in  the 

(  384  ) 


0    Duplicate  and  Progressive  Auction    Q> 

trick  or  honor  score  may  be  corrected  at  any 
time  before  the  final  score  of  the  contestants  for 
the  deal  or  deals  played  before  changing  oppo- 
nents has  been  made  up  and  agreed  upon. 

F.  A  New  Deal.  A  new  deal  is  not  allowed 
for  any  reason,  except  as  provided  in  Laws  of 
Auction,  2>^  and  37.^  If  there  be  an  impossible 
declaration  some  other  penalty  must  be  selected.^ 
A  declaration  (other  than  passing)  out  of  turn  ^ 
must  stand;  as  a  penalty  the  adversaries  score 
<o  honor  points  and  the  partner  of  the  offending 
player  cannot  thereafter  participate  in  the  bid- 
ding of  that  deal. 

The  penalty  for  the  offense  mentioned  in 
Law  81  is  50  points  in  the  adverse  honor  score. 

G.  'Team  Matches.  A  match  consists  of  any 
agreed  number  of  deals,  each  of  which  is  played 
once  at  each  table. 

The  contesting  teams  must  be  of  equal  size, 

■  See  pages  22-23. 

2  See  Law  50,  page  27.  The  same  ruling  applies  to  Law 
54,  page  30. 

3  This  includes  a  double  or  redouble  out  of  turn.   See  Law 

57.  page  31. 

(   385   ) 


(^  Auction  Developments  7 

but  each  may  consist  of  any  number  of  pairs 
(not  less  than  two).  One  half  of  each  team,  or  as 
near  thereto  as  possible,  sits  north  and  south  ; 
the  other  half,  east  and  west. 

In  case  the  teams  are  composed  of  an  odd 
number  of  pairs,  each  team,  in  making  up  its 
total  score,  adds,  as  though  won  by  it,  the  aver- 
age score  of  all  pairs  seated  in  the  positions  op- 
posite to  its  odd  pair. 

In  making  up  averages,  fractions  are  disre- 
garded and  the  nearest  whole  numbers  taken, 
unless  it  be  necessary  to  take  the  fraction  into 
account  to  avoid  a  tie,  in  which  case  the  match 
is  won  "by  the  fraction  of  a  point."  The  team 
making  the  higher  score  wins  the  match. 

H.  Pair  Contests.  The  score  of  a  pair  is  com- 
pared only  with  other  pairs  who  have  played 
the  same  hands.  A  pair  obtains  a  plus  score  for 
the  contest  when  its  net  total  is  more  than  the 
average;  a  minus  score  for  the  contest'when  its 
net  total  is  less  than  the  average. 


(  386  ) 


0    Duplicate  and  Progressive  Auction    ♦ 


HOW  THE  AVERAGES  ARE  COMPUTED 

A  pair  is  credited  with  its  net  score  for  the 
deal  or  deals  it  plays  against  the  same  opponents. 
For  example,  if  Pair  A  score  750  against  600 
for  Pair  B,  Pair  A  would  be  marked  +  150,  pair 
B  —150.  A  pair  who  play  against  three  op- 
ponents during  a  contest,  and  who  score  +125, 
-100,  and  -250  respectively,  would  have  a  net 
score  for  the  purpose  of  comparison  of  -225; 
should  the  other  two  pairs  who  played  the  same 
hands  have  net  scores  of -250  and  -425  respec- 
tively, the  average  would  be  -  300  and  the  pair 
in  question  would  have  for  the  contest  a  plus 
of  75. 

VARIOUS    DUPLICATE    METHODS 

There  are  various  forms  of  Duplicate,  but 
possibly  the  most  satisfactory  is  that  generally 
known  as  the  "  team-of-four  match,"  which  is 
the  system  under  which  thousands  of  Duplicate 
Whist  matches  have  been  played. 


(  387  ) 


Auction  Developments  ^ 


TEAM-OF-FOUR    MATCH 

But  one  objection  has  been  advanced  against 
the  team-of-four  match,  and  that  is  that  it  re- 
quires an  exact  number  of  players,  namely,  eight. 
Four  is,  however,  a  very  convenient  number 
for  a  club  to  select,  and  therefore  this  method 
is  generally  used  in  any  inter-club  game  in 
which  there  is  a  real  desire  to  test  the  skill  of 
the  contestants.  It  also  affords  an  interesting 
and,  if  a  sufficient  number  of  games  be  played, 
a  conclusive  method  of  determining  the  com- 
parative merits  of  two  fours  of  the  same  club. 

It  is  played  as  follows  :  — 

Two  players  of  one  four  sit  north  and  south  at 
the  first  table;  the  other  two  take  the  east  and 
west  positions  at  the  second  table.  The  east 
and  west  seats  at  the  first  table  and  the  north 
and  south  at  the  second  are  filled  by  the  op- 
posing team. 

When  the  duplicate  play  is  completed,  both 

teams  have  held  all  the  hands  at  both  tables,  and 

if  the  declaration  be  the  same  and  the 'play  be 

equal,  each  side  will   have  the  same  score  for 

(  388  ) 


0    Duplicate  and  Progressive  Auction    ♦ 

each  tray.  Any  variation  in  the  declaration  or 
play  produces  on  the  score-sheet  a  gain  or  loss 
as  the  case  may  be. 

Twenty-four  trays  make  an  excellent  length 
match  for  one  sitting,  and  the  schedule  which 
follows  shows  how  that  number  of  trays  may  be 
played  (the  players  changing  positions  at  the 
end  of  every  four  deals)  so  as  to  divide  the  va- 
rious partnerships  equally.  The  players  on  one 
team  are  numbered  i,  2,  3,  4;  on  the  other,  5, 
6,  7,  8. 


No; 


First  Table 

Second  Table 

)rth       South 

East 

West 

Deals 

North 

South 

East 

West 

I              2 

5 

6 

I-  4 

7 

8 

3 

4 

I              2 

7 

8 

5-  8 

5 

C 

3 

4 

I            3 

7 

5 

9-12 

8 

6 

2 

4 

I             3 

6 

8 

13-16 

7 

5 

2 

4 

I             4 

5 

8 

17-20 

7 

6 

2 

3 

I             4 

6 

7 

21-24 

5 

8 

2 

3 

If  the  match  be  a  two-session  affair,  48  deals 
is  a  desirable  length,  and  by  playing  the  second 
session  in  the  following  positions  each  player 
has  the  opportunity  to  sit  on  both  sides  of  each 
opponent :  — 

(  389  ) 


♦ 

Auction  Developments 

7 

First 

Table 

Second  Table 

North       South 

East 

West 

Deals 

North 

South 

East 

West 

I                   2 

6 

5 

25-28 

8 

7 

3 

4 

I                    2 

8 

7 

29-32 

6 

5 

3 

4 

I             3 

5 

7 

33-36 

6 

8 

2 

4 

I             3 

8 

6 

37-40 

5 

7 

2 

4 

I             4 

8 

5 

41-44 

6 

7 

2 

3 

I            4 

7 

6 

45-48 

8 

5 

z 

3 

The  following  schedule  is  often  used  for  a 
match  of  twenty-four  deals  :  — 


First 

7"^^/^ 

Secofid  Table 

North 

South 

East 

West 

Deals 

North 

South 

East 

West 

I 

2 

5 

6 

I  and 

3 

7 

8 

4 

3 

a 

I 

5 

6 

2 

4 

7 

8 

3 

4 

2 

I 

7 

8 

5 

7 

5 

6 

3 

4 

I 

2 

7 

8 

6 

8 

5 

6 

4 

3 

I 

3 

7 

5 

9 

1 1 

8 

6 

4 

2 

3 

I 

7 

5 

10 

12 

8 

6 

2 

4 

3 

I 

8 

6 

13 

IS 

5 

7 

•  2 

4 

I 

3 

8 

6 

14 

16 

5 

7 

4 

2 

I 

4 

8 

5 

17 

19 

6 

7 

3 

2 

4 

I 

8 

5 

18 

20 

6 

7 

2 

3 

4 

I 

6 

7 

21 

23 

8 

5 

2 

3 

I 

4 

6 

7 

22 

24 

8 

5 

3 

2 

In  a  match  between  two  teams  of  four,  it  is 
not  at  all  necessary  that  anv  schedule  should  be 
used.    It   is   really  comparatively   unimportant 

(  390  ) 


0    Diiplicate  and  Progressive  Auction    <^ 

whether  each  player  sit  for  an  equal  number  of 
deals  on  each  side  of  each  opponent.  It  does, 
however,  make  a  better  match  to  have  each 
player  on  each  side  play  one  third  of  the  deals 
with  each  player  on  his  side  as  his  partner  rather 
than  the  entire  match  with  the  same  partner. 

The  above  schedules,  however,  accomplish 
their  purpose  and  are  desirable  for  those  who  do 
not  find  them  too  complicated. 

MATCHES   BETWEEN  TEAMS   OF  MORE  THAN    FOUR 

When  more  than  four  players  constitute  a 
team,  if  the  number  be  eight,  twelve,  sixteen, 
or  any  multiple  of  four,  the  match  may  be 
played  as  if  it  were  two  or  more  teams  of  four 
matches ;  but  when  that  plan  seems  too  cum- 
bersome, or  when  the  number  of  the  contestants 
is  such  that  it  is  not  possible,  a  very  simple 
method  may  be  adopted. 

When  there  is  an  even  number  of  pairs  on 
each  side,  one  half  sit  north  and  south,  the 
other  half  east  and  west,  the  trays  are  moved 
from  table  to  table  until  all  are  played  at  every 
table  and  the  scores  are  then  totaled. 
(  391  ) 


<i>  Auction  Developments  S? 

If,  however,  a  match  be  played  with  an  odd 
number  of  pairs  on  each  side  (for  example,  ten 
players,  five  pairs),  the  average  is  taken  and 
each  team  adds  to  its  score,  as  though  won  by 
it,  the  average  of  all  pairs  who  sit  opposite  its 
odd  pair.  Duplicate  Law  G'  fully  explains  this 
method  of  procedure. 

There  are  a  number  of  schedules  for  matches 
between  teams  of  more  than  four,  but  they  are 
so  complicated  that  it  is  not  advisable  to  use 
them  unless  the  match  be  managed  by  some  ex- 
perienced "  Duplicate  general." 

In  a  team  match  with  more  than  four  players 
on  each  side  it  is  not  wise  to  attempt  to  play  very 
many  trays  at  a  session,  as  there  is  a  certain 
amount  of  delay  necessarily  incident  to  moving 
the  trays  and  it  is  a  mistake  to  drag  out  Dupli- 
cate play  too  long.  Twenty-four  trays  may  be 
played  by  two  tables,  but  when  there  are  more 
than  eight  players  twenty-one  trays  is  the  max- 
imum number  that  should  be  used,  unless  all 
the  contestants  are  unusually  prompt  both  in 
declaration  and  play. 

'   See  page  385. 
(    392    ) 


0    Duplicate  and  Progressive  Auction    ♦ 


THE    SCORE 

In  all  duplicate  contests  the  score  is  kept 
upon  a  somewhat  different  basis  from  the  ordi- 
nary game  of  Auction.  As  the  trays  come  to 
the  various  tables  in  very  different  order,  it  is 
obvious  that  there  cannot  be  any  playing  to  the 
score,  and  that  each  deal  must  count  exclusively 
for  itself. 

Rubbers  and  all  prior  scores  are  therefore 
eliminated,  but  winning  30  or  more  for  tricks 
is  awarded  an  additional  125  points." 

At  first  it  seems  as  if  the  elimination  of  such 
attractive  features  as  playing  to  the  score  and 
counting  rubbers  must  take  a  great  deal  of  in- 
terest out  of  the  game.  The  Duplicate  player, 
however,  soon  finds  that  this  is  not  the  case.  As 
in  the  ordinary  game,  the  fact  that  one  side  has 
a  score  only  affects  the  question  of  whether  or 
not  it  goes  game  in  very  small  percentage  of  the 
deals,  that  is  really  a  most  unimportant  matter  m 
either  declaration  or  play,  and  the  only  serious 
difference  to  which  the  Duplicate  player  has  to 
1  See  Duplicate  Law  A,  page  382. 
(   393   ) 


(^  u4uctiofi  De-velopmenfs  S? 

accustom  himself  is  that  he  is  never  playing  the 
rubber  game.  The  bonus  of  125  awarded  for 
making  30  or  more  trick  points  with  any  deal 
is  virtually  the  same  as  that  received  by  a  player 
of  Auction  when  he  wins  either  the  first  or  the 
second  game  of  the  rubber/  In  Auction  the  fact, 
bluntly  stated,  is  that  a  player  receives  a  prize 
of  125  for  winning  the  first  or  second  game,  of 
250  for  the  rubber  game.  In  Duplicate  the 
plaver  is  always  in  the  same  position  as  if  play- 
ing the  first  or  second  game.  Flag-flying,  there- 
fore, is  not  as  tempting,  which  may  be  a  good 
thing  for  a  partner  with  weak  nerves. 

In  keeping  a  Duplicate  score  it  is  wise  to 
enter  the  final  declaration  on  the  score-sheet^ 
and  also  all  points  made.  The  net  of  each  deal, 
however,  is  the  factor  which  counts,  not  the 
gross.  If  one  pair  bid  and  make  four  Hearts 
with  32  honors,  their  net,  for  the  deal,  is  32-}- 
32  +  125,  or  I  89,  plus;  if  doubled  it  is  82  more. 
The  net  of  the  adversaries  is  minus  the  same 
figure. 

'   See  pages  i  i  2-14. 

(  394  ) 


0    Duplicate  and  Progressive  Auction    ^ 

In  team  matches  it  does  not  matter  whether 
each  pair  counts  its  net  or  its  gross  except  for 
the  basis  of  pair  comparison,  but  in  all  pair  con- 
tests and  in  computing  averages  the  net  alone 
is  considered,  and  it  is  without  doubt  the  true 
basis  upon  which  to  reckon  all  Duplicate  scores. 

In  order  that  there  may  be  no  misunder- 
standing of  exactly  what  is  meant  by  the  net 
score  another  example  is  given:  — 

At  Table  i ,  Pair  A,  playing  North  and  South, 
bids  four  Royals;  the  call  is  doubled  by  Pair  X 
and  the  Declarer  falls  two  tricks  short  of  the 
contract,  but  has  four  honors  in  one  hand  and 
the  fifth  in  the  other.  A  scores  8i;  X,  200; 
which  makes  the  net  of  A,  -  ii9;of  X,  +  119- 

The  same  deal  played  at  table  2  results  in 
Pair  B  (North  and  South)  being  outbid  by  Pair 
Y  (East  and  West);  Y's  call  of  five  Hearts, 
which  is  not  doubled,  goes  down  one,  and  Y 
holds  four  honors  in  one  hand.  The  score, 
therefore,  is  B,  50;  Y,  64;  or  a  net  of  +  H  ^oi* 
Y,  -14  for  B. 

At  the  third  table,  Pair  C  (North  and  South) 
bids  three  Royals;  is  doubled,  but  Pair  Z  allows 
(  395  ) 


Auction  Developments 


C9 


a  trick  to  escape ;  so  C  scores  54  +  50  +  81  4- 
125,  or  a  net  of  +310. 

These  scores  would  be  computed  as  follows : — 


North  and  South 

+ 

— 

lir  A 

119 

B 

H 

C      310 

310 

133 

133 

I)  ^11 

Average  +  59  for  North  and  South. 

The  North  and  South  results  would  be  — 

Above  Average  Below  Average 

Pair  C  251 

B  73 

A  178 

The  averages  mav  most  advantageously  be 
made  up  at  the  end  ot  a  session  on  a  blackboard 
or  a  large  sheet  of  paper.  xA.s  in  the  above  ex- 
ample, all  the  net  scores  made  by  the  North  and 
South  pairs  are  added  and  the  same  thing  hap- 
pens to  the  East  and  West  net  scores  in  an- 
other column, 

(  396  ) 


<>    Duplicate  and  Progressive  Auction    ♦ 

The  total  in  each  case  is  divided  by  the  num- 
ber of  pairs  and  the  quotient  is  the  average. 

If  this  be  a  plus,  all  who  make  a  higher  plus 
than  the  average  are  winners;  if  it  be  a  minus, 
all  who  make  a  smaller  minus  than  the  average 
or  who  make  a  plus  are  winners. 

PAIR    CONTESTS 

Most  contests  between  Auction  players  are 
between  pairs,  and  many  intricate  formulas  which 
were  devised' for  this  form  of  game  in  the  days 
when  Duplicate  Whist  was  in  the  height  of  its 
popularity  are  equally  available  for  the  more 
modern  game. 

The  use  of  any  complicated  plan  which  in- 
volves irregular  movement  of  trays  and  players 
from  table  to  table  is  confusing  for  any  not  ac- 
customed to  managing  such  events,  and  apt  to 
result  in  extended  delay  if  it  do  not  produce 
some  serious  mistake. 

For  general  use   the   most  simple  methods 
are  the  best;  therefore,  it  is  advisable,  if  adver- 
saries are  to  be  changed,  to  have  an  odd  num- 
ber of  tables  in  the  play.   When  that  is  the  case 
(  397  ) 


4^  Auction  Drcelopnients  ^ 

the  North  and  South  players  retain  their  seats 
during  the  session  ;  the  East  and  West  move 
in  one  direction,  the  trays  in  the  other.  At  the 
start  each  table  has  placed  upon  it  the  number 
of  packs  of  cards  and  trays  to  be  played  before 
a  shift  of  pkyers  and  trays  takes  place. 

For  example,  in  a  five-table  game,  four  trays 
and  four  packs  are  placed  on  each  table.  The 
packs  are  dealt,  played,  and  placed  in  the  trays 
before  any  change  takes  place. 

As  soon  as  the  plav  has  finished  at  all  the 
tables,  the  East  and  West  players  move  up  one 
table  ;  that  is  — 

From  Table  No.  5  to  Table  No.  4 

4  3 

3  2 

2  I 

I  5 

The  trays  are  moved,  in  blocks  of  four,  in 
the  opposite  direction  to  the  next  table.  The 
same  chana;e  is  made  at  the  end  of  the  play  of 
each  four  trays  until  all  have  been  played  by  all 
the  players  and  every  East  and  West  pair  has 
played  at  every  table. 

(  398  ) 


<>    Duplicate  and  Progressive  Auction    ^ 

The  North  and  South  and  East  and  West 
averages  are  then  made  up,'  and  the  players 
ranked  plus  or  minus,  as  their  scores  stand  above 
or  below  the  average  of  the  direction  in  which 
thev  sat.  Of  course  North  and  South  scores  do 
not  in  any  way  compare  with  East  and  West, 
nor  do  East  and  West  with  North  and  South. 

With  an  odd  number  of  tables  the  above  is 
a  perfectly  simple  and  unquestionably  the  most 
satisfactory  method  of  play ;  but  when  the  num- 
ber of  tables  is  even  it  does  not  work,  as  the 
East  and  West  players,  when  they  have  half 
finished  the  circuit,  strike  the  same  deal  with 
which  they  started.  This  plan  has  one  other 
limitation  :  the  number  of  deals  must  be  a  mul- 
tiple of  the  number  of  tables. 

When  there  is  an  even  number  of  tables  par- 
ticipating, the  easy  plan  is  to  have  all  the  players 
sit  still  during  the  entire  session  playing  against 
the  same  adversaries,  the  trays  being  moved 
from  table  to  table.  This  permits  any  number 
of  deals  to  be  played,  but  does  not  afford  as 
much  variety  as  a  method  which  changes  the 

»  See  page  396. 
(    399    ) 


4>  Auction  Developments  ^ 

adversaries.  Quite  a  number  of  modifications  of 
the  plan  above  described  for  an  odd  number 
of  Tables  have  been  evolved  in  order  that  it 
may  be  adapted  to  a  game  for  an  even  number. 
They  are  all  somewhat  troublesome  to  manage 
correctly  and  require  care.  Seven  of  these  modi- 
fications follow :  — 

First  modification.  After  playing  half  through, 
the  East  and  West  players  skip  one  table,  and 
finish  at  the  same  table  at  which  they  began. 
Each  East  and  West  pair,  consequently,  misses 
one  North  and  South  pair,  and  plays  twice 
against  the  first  opponent. 

Second  modification.  After  the  match  is  played 
half  through,  the  deals  are  moved  once,  while 
the  East  and  West  players  remain  seated  and 
play  again  against  the  same  North  and  South 
players,  thereafter  changing  as  before,  but  finish 
without  playing  against  the  final  pair  of  oppo- 
nents. The  effect  is  the  same  as  in  the  preceding 
plan. 

Third  modification.  Play  once  through  by  the 
first  plan;  then  put  out  a  new  set  of  deals  and 
play  through  again,  each  East  and  West  pair 
(  400  ) 


0    Duplicate  and  Progressive  Auction    <^ 

commencing  on  the  second  round  at  the  table 
they  skipped  on  the  first  round.  This  plan  re- 
quires twice  as  many  trays  as  there  are  tables. 

Fourth  modification.  Play  once  through  by 
the  second  plan,  put  out  a  new  set  of  deals  and 
play  through  again.  On  the  second  round,  the 
East  and  West  players  commence  at  the  table 
next  after  the  one  at  which  they  played  twice. 
This  plan  also  requires  twice  as  many  deals  as 
tables. 

Fifth  modification.  Play  once  through  by  first 
plan,  move  East  and  West  players  one  table, 
put  out  a  new  set  of  deals,  and  play  through  by 
the  second  plan.  This  requires  twice  as  many 
deals  as  tables. 

Sixth  modification.  Play  once  through  by 
second  plan,  move  East  and  West  players  one 
table,  put  out  a  new  set  of  deals,  and  play  through 
by  the  first  plan.  Requires  twice  as  many  deals 
as  tables. 

Seventh  modification.    Play  two  trays  at  each 

table,  move  the  East  and  West  players  after  each 

tray  has  been  played,  but  do  not  move  the  deals 

until  both  have  been  played  by  the  North  and 

(  401  ) 


C>  Auction  Developments  ^ 

South  players.  The  East  and  West  players  move 
twice  around  the  room.  This  requires  twice  as 
many  deals  as  tables,  and  is  not  applicable  to  an 
even  number  of  tables  divisible  by  three  without 
a  remainder. 

There  are  many  ingenious  methods  which 
are  so  arranged  that  each  pair  plays  against 
each  other,  but  they  are  so  complicated  that  for 
general  use  they  are  hardly  practical  and  their 
consideration  is  manifestly  out  of  place  in  an 
article  intended  for  a  player  with  little  or  ho 
Duplicate  experience. 

DUPLICATE    SCORE-SHEETS 

There  is  nothing  in  existence  which  by  any 
stretch  of  the  imagination  can  be  called  a  stand- 
ard Duplicate  score-sheet. 

Unquestionably  every  pair  should  keep  its 
own  score,  and  the  following  is  suggested  as  a 
handy  form :  — 


(  402  ) 


<  o 


O    < 
u 

vi    en 

O 


a. 

o 

3 

0 

1 

+ 

Their 
Honors 

and 
Penalties 

Their 
Trick 
Score 

g 

B 
O 

cu 

IX 

o 

o 

E 
•z 

Our 

Honors 

and 
Penalties 

Our 
Trick 
Score 

Final 
Decla- 
ration 

"^l 


-5   f 


3  *i 


i-2 


FP 


o 

h 
o 

< 

< 

u 

I— ( 

J- 
p 

Q 
O 


w  2" 

<  « 
Q    . 


w  ^ 

w 

CO 

I 

O 

u 

CO 


o    ^ 

CO    2 

O 


V 

oo 

wo 

o 

1 

0^ 

VJD 

ro 

CO 

i-< 

'-' 

« 

z 

vo 

l-l 

D 

+ 

O 

d 

o 

<s 

r*- 

J=!    g    G    S 

6 

O 

O 

o 

O 

O 

•^         Ol, 

ts 

■".Ho 

o 

o 

O 

O 

H  h  CO 

c 

ti   >^ 

§ 

ij  5 

g    S 

2  «« 

Oh 

o 

o 

tn 

u 

e 

s 

CO 

s 

C/3 

-c   o 

Si      Ui 

^ 

Our 

onors 

and 

nalties 

o 

CO 

oo 

CO 

wo 

o 

CO 

ffi         D-( 

Our 
Trick 
Score 

o 

wo 

o 

o 

O 

O 

1 

:z; 

X 

d: 

Q 

:z; 

E^-= 

CM 

Th 

wn 

c« 

13 

»~ 

cs 

CO 

Tj- 

«-r> 

0    Duplicate  and  Progressive  Auction    ^ 

In  case  a  pair  do  not  play  in  the  same  direction 
during  the  entire  sitting  the  letters  "  N  &  S  " 
or  "  E  &  W  "  should  be  entered  after  each  deal. 

In  entering  the  net  the  125  should  be  in- 
cluded whenever  a  trick  score  of  30  or  more  is 
made. 

MNEMONIC    DUPLICATE 

In  considering  the  various  ways  in  which 
Auction  may  be  played  in  Duplicate,onemust  be 
mentioned  which  cannot  be  recommended;  it  is 
mnemonic,  or,as it  is  generally  called, "memory  " 
Duplicate. 

When  Duplicate  Whist  was  first  suggested, 
a  method  originally  known  as  "Single-Table 
Duplicate,"  but  which  subsequently  was  gener- 
ally called  "memory"  Duplicate,  became  pop- 
ular, as  it  enabled  two  pairs  to  play  a  Duplicate 
match  against  each  other.  Especially  in  social 
games  at  home,  four  people  often  wish  to  par- 
ticipate in  a  contest  of  a  more  conclusive  char- 
acter than  is  possible  without  some  form  of 
duplicate,  and  at  first  Whist  players  thought  the 
single-table  game  would  meet  this  demand. 
(  405  ) 


<^  Auction  Developments  S? 

The  idea  briefly  described  is  for  the  same 
players  who  participated  in  the  original  play  on 
the  overplay  to  hold  the  hands  previously  played 
by  their  opponents.  This  is  accomplished  either 
by  the  players  changing  seats  on  the  overplay 
or  the  direction  of  the  trays  being  altered. 

At  first  this  was  supposed  to  be  a  perfectly 
satisfactory  method,  but  even  Whist  players 
soon  found  that  the  winner  of  this  style  of  game 
was  determined  by  the  ability  to  remember  the 
position  of  the  cards  rather  than  the  skill  to  play 
them  perfectly. 

A  player  who  possesses  the  faculty  of  re- 
membering the  situations,  during  the  overplay, 
is  able  in  every  doubtful  case  —  and  in  many 
which  under  normal  conditions  would  not  be 
doubtful  —  to  take  the  finesse  the  right  way, 
lead  trumps  at  the  proper  moment,  etc. 

In  whist  every  effort  was  made  to  suppress 
this  memory  feature,  but  it  continued  to  be  the 
most  important  part  of  the  game,  and  as  a  re- 
sult Mnemonic  Whist  was  abandoned. 

With  such  a  result  in  Whist  it  is  evident  that 
it  is  foolish  to  think  of  Memory  Duplicate  as 
(  406  ) 


0    Duplicate  and  Progressive  Auction    ♦ 

an  Auction  test.  On  the  overplay  the  declara- 
tion must  at  once  betray  the  whole  situation  to 
any  player  possessed  of  even  the  smallest  amount 
of  Mnemonics.  Practically  every  hand  would 
be  declared  and  played  not  as  the  holding  would 
suggest,  but  as  the  memory  would  dictate.  The 
whole  proceeding  would  at  once  become  a  farce, 
too  foolish  to  deserve  serious  consideration. 

It  is  most  unfortunate  that  the  memory  fea- 
ture cannot  be  eliminated  from  the  single-table 
game,  as  some  style  of  Duplicate  which  can  be 
used  by  four  players  is  greatly  needed.  It  is  an 
objection  to  the  Duplicate  game  that  it  requires 
at  least  eight  players,  and  any  practical  plan  for 
playing  it  with  one  table  would  be  heartily  wel- 
comed, especially  by  players  in  the  smaller  cities 
and  towns. 

A   PLAN  OF  CONTEST  FOR  TWO   PAIRS  SUGGESTED 

The  only  suggestion  for  a  contest  between 
two  pairs  which  seems  at  all  feasible  is  that  some 
club  (or,  better  still,  a  number  of  clubs),  with  a 
large  Auction  membership,  arrange  to  have  a 
series  of  deals  played  at  a  considerable  number 
(  407  ) 


<^  Auction  Developments  7 

of  tables,  and  that  a  complete  record  be  kept 
of  the  position  of  the  cards,  the  scores  made 
on  each  deal,  etc.  If  these  deals  be  played  at 
enough  tables  the  averages  in  each  direction 
should  show  with  a  reasonable  amount  of  accu- 
racy the  net  plus  or  minus  that  should  be  made 
each  way. 

Giving  such  a  collection  of  deals  to  the  pub- 
lic would  greatly  benefit  the  game.  It  would 
permit  pairs  in  every  city,  town,  and  village  to 
compare  their  abilities  in  a  series  of  instructive 
contests,  and  the  result  would  demonstrate  the 
weakness  of  some  theories,  the  soundness  of 
others. 

Of  course,  it  would  not  do  for  any  one  who 
intended  to  participate  in  the  play  to  place  the 
cards  in  the  trays,  but  that  could  be  fixed  by 
some  friend.  The  trays,  once  arranged,  could 
be  played  at  any  time  by  any  number  of  pairs, 
provided  no  one  of  the  contestants  had  heard 
the  previous  play  discussed. 

In  each  case  the  victors  would   be  the  pair 
with  the  score  above  the  average,  and  the  size 
of  the  victory  would  be  the  difference  between 
(  408  ) 


0    Duplicate  and  Progressive  Auction    ^ 

the  average  and  the  score  of  either  the  winners 
or  the  losers. 

PROGRESSIVE  AUCTION 

Progressive  Auction  is  a  favorite  method  of 
play  at  parties  of  three  or  more  tables  where  the 
social  feature  is  more  important  than  the  devel- 
opment of,  or  reward  for,  the  highest  degree  of 
scientific  play. 

It  is  just  as  popular  at  gatherings  where  both 
ladies  and  gentlemen  participate  as  it  is  at 
"an  afternoon  Auction"  attended  exclusively 
by  the  fair  sex,  or  at  a  "card  night"  in  a  man's 

club. 

In  a  Progressive  game,  as  each  deal  is  played 
but  once,  duplicate  trays  are  not  used.  The  ar- 
rangement of  the  players  and  management  of 
the  game  is  therefore  much  more  simple  than 
in  a  Duplicate  contest.  At  the  start  of  the  play 
and  after  each  progression  the  position  of  the 
deal  is  decided  by  cutting;  low  deals. 

There  are  numerous  variations  in  the  way  in 
which  a  Progressive  game  may  be  conducted. 
They  may  be  briefly  stated  as  follows:  — 
(  409  ) 


O  Auction  Developments  ^ 

{a)  Different  methods  of  seating  the  players 
at  the  beginning  of  the  game. 

(J?)  Various  schemes  governing  the  duration 
of  the  play  before  each  progression. 

(f)  Numerous  plans  for  determining  who  is 
the  winner. 

(d)  The  question  of  whether  each  player 
shall  receive  a  new  partner  at  each  pro- 
gression or  retain  the  same  partner  during 
the  entire  game. 

(e)  The  determination  of  which  players  pro- 
gress and  how  the  progression  is  to  be 
made. 

(/)  When  the  game  shall  terminate. 

DIFFERENT    METHODS    OF    SEATING   THE    PLAYERS 
AT    THE    BEGINNING    OF    THE    GAME 

The  management  of  the  game  is  not  affected 
by  the  way  the  contestants  sit  at  the  start  of 
the  play.  It  is  always  wise,  however,  to  have 
some  method  of  determining  this  in  order  to 
avoid  confusion. 

Of  course  the  players  may  be  told  that  they 
can  take  any  seats,  but  even  then  some  hesitate, 
(  410  ) 


0    Duplicate  and  Progressive  Auction    <?> 

and  late  arrivals  are  always  in  doubt  as  to  where 
they  are  to  sit. 

It  is  better,  therefore,  to  have  the  name  of 
each  player  placed  at  the  seat  arbitrarily  assigned 
to  him.  If  the  gathering  be  very  large,  it  is 
a  good  plan  to  have  a  diagram  which  shows  the 
manner  in  which  the  tables  are  numbered  and 
the  first  seat  assigned  to  each  player.  This  chart 
should  be  posted  in  a  conspicuous  place;  it  pre- 
vents the  confusion  and  delay  otherwise  inci- 
dent to  the  finding  of  their  respective  seats  by 
unaided  players. 

One  advantage  of  an  arbitrary  assignment 
is  that  those  who  know  each  other  well  may  be 
placed  at  the  same  table.  Inexperienced  play- 
ers claim  that  this  reduces  their  "nervousness" 
and  starts  them  off  feeling  "at  home"  with 
their  surroundings. 

If,  for  any  reason,  ah  arbitrary  assignment 
seem  inadvisable,  the  players  may  either  cut 
for  their  places,  or,  better  still,  draw  pieces  of 
paper  on  each  of  which  a  seat  is  named;  as,  for 
example,  "Table  2,  East."  If  papers  have  not 
been  prepared,  the  draw  should  be  made  from 
(411  ) 


<^  Auction  Developments  S? 

a  specially  arranged  pack  from  which  all  the 
cards  above  the  number  of  the  tables  have 
been  removed.  For  example,  with  twenty-eight 
players,  seven  tables,  all  cards  above  the  sevens 
are  taken  out,  the  four  Aces  play  at  table  i,  the 
four  deuces  at  table  2,  etc.  The  two  players 
who  draw  the  same  color  are  partners,  the 
Heart  has  the  North  seat,  the  Diamond  the 
South,  the  Club  the  East,  and  the  Spade  the 
West. 

If  the  partners  have  been  previously  arranged, 
only  one  of  each  pair  draws  in  the  lottery  for 
the  original  seats. 

VARIOUS    SCHEMES     GOVERNING     THE     DURATION 
OF    THE    PLAY    BEFORE    EACH    PROGRESSION 

Progressions  should  be  made  with  sufficient 
frequency  to  insure  the  desired  amount  of  va- 
riety and  yet  not  so  often  that  they  become  a 
nuisance. 

To  change  at  the  end  of  each  deal  would 
transform  a  game  into  a  procession.  If  a  given 
number  of  deals  are  to  be  played,  four  is,  doubt- 
less, about  right,  but  the  objection  to  this 
(412) 


0    Duplicate  and  Progressive  Auction    <5i 

method  is  that  some  players  are  much  more 
deliberate  than  others  both  in  play  and  decla- 
ration. 

If  two  slow  pairs  get  together  for  four  deals 
it  often  happens  that  the  play  is  concluded  at 
most  of  the  tables  before  the  time-killers  are 
half  through.  This  means  a  long  tiresome  wait 
for  a  majority  of  the  party,  and  also  that  the 
slow  players  are  annoyed  and  possibly  further 
delayed  by  conversation  and  confusion. 

It  is  better,  therefore,  not  to  measure  the  dur- 
ation of  each  sitting  by  the  number  of  deals  to 
be  played,  but  by  the  length  of  time  required  for 
a  game  or  rubber.  If  a  game  be  selected  as  the 
limit,  it  is  customary  to  make  it  a  game  at  the  first 
table,  as  otherwise  it  would  be  practically  the  same 
as  a  change  every  deal.  Even  ifit  be  fixed  asagame 
at  a  certain  table  many  progressions  have  to  be 
made  after  but  one  deal,  so  probably  the  most 
satisfactory  plan  in  a  majority  of  cases  is  to  con- 
tinue the  sitting  until  a  table  (i.e.,  any  table) 
scores  a  rubber.  This  makes  the  minimum  dur- 
ation of  a  sitting  two  deals,  and  yet  is  not  apt 
to  draw  it  out  too  long,  as  it  is  quite  the  excep- 
(413  ) 


4>  Auction  Developments  S? 

tion  with  a  number  of  tables  in  play  that  one 
of  them  does  not  have  a  short  rubber. 

The  advantage  of  the  game  or  rubber  limit, 
rather  than  a  fixed  number  of  deals,  is  that  the 
length  of  the  waits  is  materially  reduced.  After 
the  announcement  that  the  first  table  has  fin- 
ished its  game,  or  that  any  table  has  finished  a 
rubber,  the  other  tables  merely  play  out  the  deal 
then  actually  in  progress. 

If  the  cards  are  being  dealt  or  if  the  deal  be 
concluded,  but  no  declaration  made,  the  sitting 
terminates  at  once ;  if,  however,  any  bid  have 
been  made,  even  if  it  be  only  a  one  Spade  by 
the  Dealer,  that  deal  must  be  finished. 

This  means  that  the  maximum  delay  is  the 
time  required  for  the  declaration  and  play  of 
one  deal.  The  termination  of  the  game  or  rub- 
ber does  not,  however,  often  hit  just  at  the  worst 
time,  and  the  players  who  have  to  finish  are  not 
always  the  slowest  in  the  game. 

Of  course,  the  obvious  objection  to  any 
method  which  does  not  require  a  definite  number 
of  deals  is  that  players  who  obtain  a  lead  may 
thereafter  intentionally  delay  dealing,  declaring, 

(  414  ) 


0    Duplicate  and  Progressive  Auction    <^ 

and  playing.  This,  however,  is  distinctly  unfair, 
and  any  player  guilty  of  it  should  be  made  to 
feel  that  an  offense  has  been  committed  fully  as 
dishonorable  as  intentionally  looking  at  cards  in 
an  adversary's  hand.  When  a  player  realizes  the 
way  such  action  is  regarded  by  his  associates,  he 
is  not  apt  to  repeat  it ;  but  if  the  score  be  kept, 
as  is  suggested  below,  the  inducement  to  commit 
any  such  irregularity  is  materially  reduced  if  not 
entirely  eliminated. 

NUMEROUS    PLANS    FOR    DETERMINING    WHO  IS 
THE    WINNER 

There  are  many  ideas  concerning  the  best 
way  to  determine  a  Progressive  winner. 

Some  prefer  to  follow  the  scheme  popular  in 
Euchre  and  award  each  player  one  for  each  ad- 
vance (the  one  being  evidenced  by  a  star  pasted 
on,  or  a  hole  punched  in,  a  score-card).  This 
plan,  while  admirably  adapted  for  Euchre, 
Hearts,  and  similar  games,  is  not  as  suitable  for 
Auction. 

It  is  evident  that  a  pair  who  end  a  sittmg 
several  hundred  points  ahead  of  their  opponents 

(  415  ) 


6  Auction  Developments  S? 

deserve  more  recognition  than  a  pair  who  win 
out  by  a  bare  margin. 

Furthermore,  if  the  players  who  progress  re- 
ceive the  same  count  when  they  move,  regard- 
less of  whether  the  size  of  their  victory  be  large 
or  small,  it  takes  all  the  interest  out  of  the  re- 
maining deals  of  a  sitting  when  one  pair  happens 
to  make  a  big  score  on  the  first. 

The  remaining  argument  against  the  Euchre 
system  is  that  above  referred  to  ;  namely,  that 
it  tempts  a  pair  in  the  lead  to  resort  to  dilatory 
tactics  that  are  manifestly  unfair. 

It  is  an  even  greater  mistake,  however,  to 
allow  each  pair  to  count  the  total  number  of 
points  they  score  regardless  of  how  many  be 
tallied  against  them.  This  makes  the  game  ab- 
surd, as  it  puts  a  premium  on  doubles  and  re- 
doubles, wild  declarations,  etc.,  which  may  pos- 
sibly come  off  and  will  not  reduce  the  score 
should  they  fail. 

There  is  but  one  satisfactory  method  to  keep 
a  Progressive  score  and  that  is  to  count  the  net 
plus  or  minus  of  each  pair;  this  score  should  be 
made  up  at  the  end  of  each  sitting. 
(  416  ) 


0    Duplicate  and  Progressive  Auction    ^ 

Each  player  (or  each  pair  when  the  same 
partners  are  retained)  may  be  provided  with  a 
score-card  on  which  he  enters  his  plus  or  minus 
net  score  after  each  sitting  and  carries  forward* 
his  net  for  the  game.  This  may  be  checked  by 
any  one  of  the  players  as  an  auditor.  The  ob- 
jection to  this  is  that  an  error  is  difficult  to  dis- 
cover, and  whenever  feasible  it  is  well  to  have 
a  general  scorekeeper  to  whom  all  the  score- 
sheets  are  given  at  the  end  of  each  sitting.  The 
scorekeeper  should  be  provided  with  a  general 
score-card,  on  which  he  enters  the  score  of  each 
pair  or  player,  carries  forward  the  net,  and  bal- 
ances the  account  after  every  progression.  This 
takes  considerable  time  and  cannot  be  accom- 
plished unless  there  be  some  one  who  does  not 
play  and  who  does  nothing  but  keep  score,  or 
unless  there  be  an  extra  player.  In  the  latter 
case,  each  one  may  take  his  turn  in  taking  the 
score  for  a  sitting,  or  two  may  alternate  as  score- 
keepers  and  players,  the  scores  of  these  two  being 
treated  as  one  in  determining  the  result  of  the 

game. 

The  advantage  of  having  a  general  score  is 

(  417  ) 


(^  Auction  Developments  S? 

obvious.  Not  only  is  it  much  more  accurate, 
but  it  also  enables  the  contestants  at  any  time 
to  see  how  their  scores  compare.  This  as  a  rule 
materially  increases  the  interest,  as  even  the 
players  who  are  hopelessly  behind  are  anxious 
to  know  how  the  leaders  are  getting  on. 

For  games  in  which  there  is  no  general 
scorekeeper,  and  in  which  the  players  are  not 
accustomed  to  figuring,  it  is  sometimes  well 
to  simplify  the  operation  by  scoring  each 
player  or  pair,  as  the  case  may  be,  +  i  for  each 
sitting  won,  —  i  for  each  sitting  lost,  and  to 
add  an  additional  +  i  or  —  i  for  each  extra 
hundred. 

In  other  words,  every  sitting  won  and  lost  by 
a  margin  of  less  than  lOO  would  count  i  ;  if 
the  margin  be  between  lOO  and  aoo  it  would 
count  1 ;  if  between  200  and  300,  the  count 
would  be  3,  and  so  on. 

The  next  question  in  connection  with  the 
scoring  is  how  games  should  be  scored  and 
whether  rubbers  should  count.  There  are  two 
methods,  either  of  which  may  be  used.  The 
scoring  of  games  and  rubbers  may  be  conducted 
(418) 


0    Duplicate  and  Progressive  Auction      «*> 

as  in  the  ordinary  single-table  game  with  Law 
II*  in  force,  on  the  basis  of  the  duration  of  the 
sitting,  constituting  the  time  agreed  upon  to 
terminate  play.  In  other  words,  rubbers  scored 
as  usual,  the  scores  of  any  deals  over  a  rubber 
or  of  all  deals  when  a  rubber  has  not  been  com- 
pleted counted,  and  125  in  addition  allowed  for 
a  game. 

It  is,  however,  equally  feasible  to  score  in  ac- 
cordance with  the  Duplicate  laws  ;  namely,  each 
deal  on  its  own  basis,  regardless  of  what  may 
have  happened  before,  with  125  added  whenever 
any  deal  results  in  30  or  more  points  being 
scored  for  tricks. 

THE  QUESTION  OF  WHETHER  EACH  PLAYER  SHALL 
RECEIVE  A  NEW  PARTNER  AT  EACH  PROGRES- 
SION OR  RETAIN  THE  SAME  PARTNER  DURING 
THE  ENTIRE  GAME 

Progressive  Auction  can  be  played  equally 
well  with  partners  remaining  unchanged  during 
the  entire  game  or  being  changed  after  each 

sitting. 

•  See  page  17. 

(  419  ) 


<^  Auction  Developments  7 

Which  plan  is  adopted  should  depend  en- 
tirely upon  the  wishes  of  the  players.  Some- 
times players  like  to  become  accustomed  to  the 
same  partners  and  to  retain  them  ;  on  other 
occasions  they  find  partners  disagreeable  and 
are  anxious  to  change. 

A  constant  shift  of  partners  increases  the 
variety  of  the  game  and  also  doubles  the  work 
of  the  general  scorekeeper. 

When  prizes  are  given  the  fact  that  they  are 
won  by  a  partnership  sometimes  causes  embar- 
rassing complications. 

If  two  very  strong  players,  familiar  with  each, 
other's  style  of  play,  get  together,  they  have  a 
great  advantage.  So  as  a  general  rule,  unless 
there  be  some  special  reason  for  the  retention 
of  partners,  it  is  wiser  to  change  with  each  pro- 
gression. 

WHICH     PLAYERS    SHOULD    PROGRESS     AND    HOW 
THE    PROGRESSION    SHOULD    BE    MADE 

When  the  partners  are  not  changed  any  one 
of  a  number  of  methods  may  be  used  to  govern 
the  progression. 

(  420  ) 


0    Duplicate  and  Progressive  Auction    <?> 

The  winning  pair  (i.e.,  the  pair  with  the 
largest  net  plus)  may  advance  to  the  next  higher 
table  and  from  the  first  to  the  last,  or  may  stay 
at  the  first  until  defeated. 

Either  of  these  plans  makes  it  quite  possible 
that  one  pair  may  play  a  number  of  times 
against  the  same  opponents.  To  avoid  this,  all 
the  North  and  South  pairs  may  remain  in  the 
same  seats  for  the  entire  game,  the  East  and 
West  moving  from  table  to  table.  This  brings 
each  pair  against  half  of  the  total  number  of 
pairs. 

To  arrange  for  more  than  this  is  complicated, 
but  quite  possible.  It  should  not,  however,  be 
attempted  by  any  except  those  who  have  had 
experience  in  moving  players. 

The  following  plan  is  said  in  every  case  to 
accomplish  the  rather  unnecessary  purpose:  — 

The  North  and  South  pair  at  table  i  act  as  a 
pivot,  retaining  their  seats  throughout  the  ses- 
sion. All  the  other  North  and  South  pairs 
move  up  one  table  at  each  progression,  retaining 
North  and  South  seats  until  they  reach  table  i  ; 
when,  as  the  North  and  South  seats  are  already 
(  421  ) 


Auction  Developments 


V 


occupied  by  the  pivot  pair,  the  coming  pair 
take  East  and  West  seats.  The  East  and  West 
pairs  move  down  one  table  except  at  the  lowest 
table,  where  they  exchange  for  the  North  and 
South  seats  at  the  same  table. 

In  case  there  is  an  odd  pair,  omit  the  pivot 
pair,  and  let  each  pair  sit  out  on  reaching 
table   I. 


SCHEDULE    FOR    FOUR   TABLES  — EIGHT    PAIRS 


Table 


Original 
positions 


First 
change 


N»s  E& w 


Second 
change 


Third 
change 


Fourth 
change 


N&S    E&WN&S    E&WN&S   E&W 


»  3 

4  2 

5  I 

6  7 


8  4 

5  3 

6  2 

7  I 


Fifth 
change 


N&  S  E& W 


Sixth 
change 


N&SE&W 


All  pairs  except  the  first  change  in  numerical  order. 


When,  as  is  more  often  the  case,  the  partners 
are  changed  at  each  progression,  any  one  of  a 
number  of  methods  may  be  employed. 

(i)  The  winners  may  move  up,  exchanging 
partners   with   the    losers  at    their    new 
(  4"  ) 


0    Duplicate  and  Progressive  Auction    ^ 

table.    The  winners  from  table  i  going 
to  the  highest  numbered  table, 
(a)  Same  as  above,  except  at  table  i  winners 
remain,  retaining  partners. 

(3)  Same  as  (2)  except  that  winners  at  table 

I,     although     they     remain,    exchange 
partners. 

(4)  One  winner  moves  up  one  table,  the  other 
down  one  table.  After  eath  change  the 
partners  at  each  table  are  decided  by 
cutting,  the  higher  of  the  newcomers 
playing  with  the  higher  of  those  whore- 
main.  This  affords  more  variety  in  both 
partners  and  opponents. 

WHEN    THE    GAME    SHALL    END 

The  time  at  which  the  game  shall  end  should 
be  fixed  and  announced  before  the  start. 

It  should  either  be  limited  to  a  certain  num- 
ber of  progressions  or  arranged  that  when  a 
certain  designated  hour  arrives  the  game  shall 
end  with  the  conclusion  of  the  current  sitting. 


PART   VII 


PART  VII 

FACTS  AND  FIGURES 

Since  the  adoption  of  the  count  now  in  uni- 
versal use,  many  assertions  have  been  made 
concerning  the  number  of  times  the  various  suits 
are  used  as  trumps,  the  comparative  number  of 
No  Trump  and  suit  declarations,  the  percent- 
age of  bids  that  fail,  etc.  Some  have  gone  so  far 
as  to  think  the  game  should  be  called  Royal 
Auction  because  Royal  Spades  are  played  so 
frequently ;  others  still  think  the  No  Trump  too 
powerful.  Each  player  has  had  his  opinion,  but 
has  been  without  statistics  to  support  it.  Even 
upon  comparatively  unimportant  points  the  dif- 
ferences have  been  most  pronounced.  "Auction 
of  To-Day  "  contained  the  statement  that  "the 
majority  of  deals  in  which  the  contract  is  fulfilled 
score  game."  This  was  vigorously  disputed  by 
a  number  of  expert  players  who  asked  for  the 
data  which  supported  it.  As  the  statement  had 
been  made  without  any  figures,  it  being  merely 

(  427  ) 


4^  Auction  Developments  ^ 

the  opinion  of  the  writer,  its  accuracy  was  seri- 
ously questioned,  and  it  was  not  until  the 
record  of  a  large  number  of  deals  demonstrated 
that,  had  the  statement  been  "two  thirds" 
instead  of  "a  majority,"  it  would  still  have 
been  correct,  that  the  critics  realized  their 
error. 

This  examination  suggested  the  idea  of  keep- 
ing a  record  of  five  hundred  rubbers,  not  only 
for  the  purpose  of  determining  the  above  ques- 
tions, but  also  many  others  constantly  arising. 
Some  of  the  most  notable  of  such  questions 
are  the  average  number  of  deals  to  a  rubber, 
the  average  size  of  a  rubber,  and  the  percentage 
of  declarations  that  make  game  only  because 
they  have  the  aid  of  a  prior  score. 

In  order  that  these  statistics  might  be  as  valu- 
able as  possible,  the  score-sheets  from  which  they 
have  been  made  up  have  been  gathered  in  vari- 
ous parts  of  the  country,  but  only  from  tables 
where  the  standard  of  play  has  been  well  above 
the  average.  It  is  most  remarkable  that  the 
compilers  have  found  little  difference  between 
the  various  hundreds  (the  records  were  made 
(  428  ) 


0  Facts  and  Figures  <?> 

up  in  groups  of  one  hundred  each),  regardless 
of  where  the  play  took  place.  For  example,  the 
record  of  two  hundred  rubbers  played  in  the 
West  shows  the  average  number  of  points  won 
per  rubber  as  403,  and  the  record  of  three  hun- 
dred rubbers  played  in  the  East  produces  an 
average  of  402  points. 

The  total  figures  of  the  2514  deals  in  the  five 
\  hundred  rubbers  may,  therefore,  be  regarded  as 
fairly  conclusive.  As  a  matter  of  fact,  in  some 
cases  in  which  the  amount  of  work  proved  oner- 
ous, the  full  statistics  have  not  been  made  up, 
as  it  has  seemed  unnecessary  to  continue  the 
computation  with  such  slight  differences  be- 
tween the  final  figures  and  those  for  a  smaller 
number  of  deals. 

The  records,  however,  are  given  in  every  case 
exactly  as  computed  (no  estimates),  and  the  reader 
may  form  his  own  opinion  as  to  whether  the 
compilation  has  been  carried  to  a  sufficient 
distance  to  be  deemed  conclusive. 


(  429  ) 


Auction  Developments 


S? 


SUMMARY  OF  MAIN  FEATURES 

ANALYSIS  OF   5OO  RUBBERS,  3OO  PLAYED  IN    THE 
EAST,   2,00   IN  THE  WEST 


In  East  . 
In  West 

Total 


Number  of  Deals 

.   .   .    1478 
1036 

2514 

Number  of  Points 


Average 
Per  Rubber 


5-03 


Average 
Per  Rubber 


In  East 402 

In  West        .       .        .        .        .        .        403 

Total 


402.5 


Large  and  Small  Rubbers 


In  East 
In  West 

Maximum 
Points 

1594          In  East 
1409          In  West 

Long  and  Short  Rubbers 

Minimum 
Points 

•  4 

•  9 

In  East 
In  West 

Maximum 
Deals 

15          In  East 
13          In  West 

(  430  ) 

Minimum 
Deals 

2 

2 

<>  Facts  and  Figures  ♦ 

Number  of  instances  in  which  the  fact  that 
the  Declarer  had  a  score  enabled  him  to  go 
game  when  otherwise  he  would  not  have  done 
so. 

Number  in  which 

Previous  Score 

Deals  Assured  Game         Per  cent 

In  East         .        .        .        1478  61  .041 

In  West       ...        .        1036  39  .038 


Total  .        .       .        2514  100              .040 

NUMBER    OF    DEALS    THAT  SCORE    GAME 

Deals  Scored  Game         Per  cent 

In  East         .       .       .        1478  765              -511 

In  West       .        .        .        1036  500              .483 


Total    .        .       .        2514          1265  .503 

NUMBER    OF    DEALS    THAT    MAKE  CONTRACT    BUT 
NOT    GAME 

Contract  but 

Deals            not  Game  Per  cent 

In  East         .        .       .        1478            334  -"^ 

In  West       .       .       .        1036         ^07  -^99 

Total    .       .       .       2514           541  -215 
(431  ) 


4>  Auction  Developments  S? 


NUMBER  OF  DEALS  IN  WHICH    THE   DECLARATION 
FAILS 
Deals 

In  East ....        1478 
In  West       .        .        .        1036 


Go  Down 

Per  cent 

379 

.258 

329 

•317 

Deals 

Go  Game 

Per  cent 

1099 

765 

.696 

707 

500 

.707 

Total  .       .       .2514  708  .282 

NUMBER  OF  DEALS  IN  WHICH    THE  DECLARATION 
SUCCEEDS    WHICH    GO    GAME 

In  East 
In  West 

Total  .       .       .        1806  1265  .700 

SUMMARY    OF    THE    VARIOUS    DECLARATIONS 

Deals  No  Trump  Per  cent 

In  East 
In  West 

Total   . 


In  East 
In  West 

Total 


1478 

518 

•350 

1036 

343 

•331 

2514 

861 

•342 

Deals 

Royals 

Per  cent 

1478 

423 

.286 

1036 

304 

•293 

2514 

727 

.289 

(    432    ) 

0 


Fads  and  Figures 


♦ 


In  East 
In  West 

Total 


In  East 
In  West 

Total 


In 

East 

In 

West 

Total 

In 

East 

In 

West 

Total 

Deals 

Hearts 

Per  cent 

1478 
1036 

353 

226 

•239 
.217 

2514 

579 

.230 

Deals 

1478 
1036 

Diamonds 
130 
103 

Per  cent 
.088 
.099 

2514 

233 

•093 

Deals 

Clubs 

Per  cent 

1478 
1036 

47 
58 

.032 
.056 

2514 

105 

.042 

Deals 

1478 

1036 

Spades 

7 
2 

Per  cent 
.005 
.002 

2514 


.003 


SIZE    OF    BIDS    ALL    DECLARATIONS    COMBINED 


In  East 
In  West 

I 
464 
211 

2         3 

532     332 
355     289 

4 
127 

H3 

5 

20 

27 

6       7 

2       I 

10       I 

Total 

675 

887     621 
(  433  ) 

270 

47 

12       2 

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(  435  ) 


5  ° 


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( 436 ) 


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8 

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c 

(  437  ) 


2 
o 

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o 

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o 

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PQ 


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o 

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3 

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to 
>*- 

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o 

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No  Trumps 

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(438) 


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0 

sauijx 

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3         »- 
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•«    M    ro  *  «/^vo    t^ 

e2 

(  439  ) 


4>  Auction  Developments  7 

There  are  two  points  upon  which  accurate 
data  have  not  been  compiled,  the  questions  not 
being  considered  sufficiently  important  to  jus- 
tify the  labor.  They  are  the  percentage  of  rub- 
bers finished  in  two  deals,  and  the  percentage 
of  rubbers  in  which  the  winners  in  spite  of  re- 
ceiving the  250  for  winning  the  rubber,  still 
remain  behind  in  the  total  score.  A  rough  esti- 
mate would  indicate  that  not  quite  nine  per  cent 
of  all  rubbers  are  finished  in  two  deals  and  that 
a  little  under  two  per  cent  are  losing  rubbers. 

SCORING 

Until  the  publication  of  "  Auction  of  To- 
Day  "  the  form  of  score-sheet  in  general  use 
was  the  above  and  below  the  line  method.  That 
book  advocated  a  sheet  that  is  sometimes  called 
the  "column  system."  Most  players  were  quick 
to  realize  that  for  years  they  had  been  using  a 
cumbersome  and  laborious  plan,  which  required 
long  additions  and  produced  extended  delays, 
which  made  mistakes  probable,  and  which, 
when  compared  with  the  new  idea,  plainly  be- 
longed to  the  "  has  been  "  class.  The  new  sheet 
(  440  ) 


0  Facts  and  Figures  Q^ 

so  quickly  found  favor  that  in  many  localities 
it  became  the  form  generally  used  and  the 
player  who  now  talks  about  a  score  above  or 
below  the  line  is  apt  to  be  given  to  understand 
that  he  is  speaking  a  dead  language. 

The  popularity  of  the  column  sheet  has  led 
to  the  introduction  of  the  "Centernett"  scor- 
ing system  which  is  the  last  word  in  Auction 
scoring.  It  should  be  used  by  all  who  wish  to 
keep  a  comprehensive  score.  It  is  the  invention 
of  Mr.  Bryant  McCampbell,  of  St.  Louis,  and 
includes  every  modern  improvement.  It  speaks 
for  itself  much  more  accurately  than  it  can  be 
described,  and  as  Mr.  McCampbell  has  cour- 
teously granted  permission,  a  facsmile  of  the 
sheet  is  reproduced  on  page  443. 

CENTERNETT  SCORE-SHEET 

The  directions  for  keeping  score  on  this  sheet 
at  first  appear  somewhat  complicated.  They  are, 
however,  soon  understood,  and  those  who  use 
it  find  it  more  satisfactory  than  any  other.  The 
directions  for  using  the  sheet  as  they  are  given 
by  the  inventor  follow:  — 
(  441  ) 


♦ 


Auction  Developments 


S? 


Use  a  separate  line  for  each  deal,  and  score 
across  the  sheet  instead  of  up  and  down.  Enter 
under  tricks  the  points  scored  by  tricks.  Enter 
under  "p°ENALTfEs'^  the  points  scored  by  slam, 
penalties,  and    honors.  Add  the  two  columns 


WE 

f 

RUBBER 

6 

THEI 

*^  ^^cy  ^-z^i^/ 

BLUE              RED 

c>  ydy-^tcz^e/ 

CON- 
TRACT 

TRICKS 

HONORS 

AND 

PENALTIES 

TOTAL 

NET 

TOTAL 

HONORS 

AND 

>ENALT1ES 

TBICKS 

-1 

2,/^ 

/6 

^^ 

^^ 

/ 

^S- 

1 

2/y 



S 

3o 

^O 

o2C 

2 

<2/f. 

siy 

9 

-/- 

7 

/B' 

3 

Vd 

2oQ 

/72 

/ 

/7? 

25^ 

A 

^/^ 

— 

SS 

2dz 

//^ 

/^4^ 

1 

2/V 

do 

do 

/zo 

/ 

S>7 

2 

-/ 

^So 

y 

3 

^ 

-h 

a^7 

4 

1  — ' 

(  442  ) 


WE 

RFBBER 

THEV 

2 

eon.ic.r  ..,....„.«,«  c.-iti, 

RED             ILUE 
BLUE             RED 

CON- 
TRACT 

TRICKS 

HONORS 
PENALTIES 

TOTAL 

NET 

TOTAL 

HONOIIS 
PINALniS 

TRICKS 

i 

1 

2 

3 

A 

1 

2 

3 

•4 

1 

2 

3 

A 

1 

2 

3 

4 

1 

2 

3 

_, 

A 

<i>  Auction  Developments  %> 

together  (or  subtract  if  on  opposite  sides)  and 
post  the  result  under  total  for  the  side  which 
won.  Bring  the  net  column  forward  by  adding 
or  subtracting  this  total,  marking  the  result  + 
when  scorekeeper's  side  is  ahead  and  —  when 
scorekeeper's  side  is  behind,  and  you  have  the 
exact  situation  constantly  before  your  eyes  with 
no  long  additions  to  bother  about  at  the  end 
of  the  Rubber.  Be  sure  to  draw  a  line  across 
the  sheet  at  the  conclusion  of  each  game. 
See  page  442  for  the  correct  way. 

HOW  TO  KEEP  THE  DEAL 

Enter  the  players'  names  at  the  top  of  the 
sheet  and  number  them,  starting  with  the  first 
dealer  as  i ;  then  each  player  can  tell  when  it 
is  his  turn  to  deal  by  watching  the  Deal 
column. 

HOW  TO  KEEP  THE  CONTRACT 

To  avoid  disputes  at  the  conclusion  of  the 
play,  post  the  contract  in  the  left-hand  column 
just  before  Dummy  lays  his  hand  on  the  table. 
Use  the  following  symbols  :  — 
(  444  ) 


0                   Facts  and  Figures 

♦ 

For  Spades  .     .      S.          For  Hearts  .     .     .     . 

H. 

For  Clubs    .     .     C.          For  Royal  Spades  .     . 

R. 

For  Diamonds  .    D.          For  No  Trump      .     . 

N. 

For  Doubled   .      .      .      One  Underscore. 

For  Re-doubled    .     .     Two  Underscores. 

For  Tricks      .     .     .     Numerals. 

CHANGES  PROPOSED  IN  THE  COUNT 

During  the  past  year  there  have  been  many 
new  counts  suggested,  but  none  has  yet  suffi- 
ciently impressed  public  opinion  so  that  any 
indication  exists  that  it  will  be  adopted.  As  this 
subject  must  be  of  interest  to  every  student  of 
the  game,  a  number  of  the  most  meritorious  of 
the  proposals  are  mentioned. 

One  of  the  most  able  of  our  Auction  writers 
advocates  a  change  to  either  one  of  two  counts 
which  he  favors,  in  the  order  named:  — 


No  Trump 

Hearts 

Diamonds 

Clubs 

Royals 

Spades 


1st 
Suggestion 

10 


7 
4 

None 

2 


2d 

Suggestion 
10 

•8 

7 
6 

5 

2 


(  445  ) 


<^  Auction  Developments  S? 

As  both  these  suggestions  would  materially 
decrease  the  competition  in  bidding,  they  have 
not  found  favor. 

The  Auction-playing  public  has  shown  by  its 
adoption  of  the  present  count  and  its  serious 
consideration  of  the  Nullo  proposition  that  it  is 
anxious  that  every  hand  should  during  the 
declaration  be  given  every  practical  opportunity 
to  speak. 

Deals  in  which  but  one  bid  is  made  are  not 
as  popular  as  those  in  which  the  competition 
continues  for  several  rounds ;  therefore,  if  any 
change  be  made  from  the  present  count,  it  will 
be  in  the  opposite  direction  to  that  embodied 
in  the  above  suggestions. 

One  plan,  which  would  leave  the  amount  of 
the  competition  just  as  at  present,  but  would  do 
away  with  the  dual  Spade  values,  is  to  make 
the  figures:  — 

No  Trump lo 

Hearts 9 

Diamonds 8 

Clubs 7 

Spades    6 

(  446  ) 


0  Facts  and  Figures  ^ 

This,  however,  would  take  out  of  the  game 
all  informatory  Spade  bids  and  all  the  interesting 
questions  of  judgment  as  to  whether  or  not  the 
call  of  one  Spade  should  be  let  alone  by  the 
players  who  follow.  The  bid  of  one  Spade 
would  be  complicated,  as  it  might  be  made  with 
strength  in  that  suit,  or  be  merely  a  defensive 
call.  This  plan,  therefore,  has  many  drawbacks. 

Another  scheme  which  but  slightly  varies  the 
present  count  is  the  proposal  that  the  Dealer  be 
allowed  to  pass  his  first  bid,  all  values  being  re- 
tained as  at  present. 

The  idea  is  to  eliminate  the  play  of  bids  of 
one  Spade.  In  most  localities,  with  the  game 
as  played  at  present,  not  enough  one  Spade 
bids  stand  to  be  seriously  objectionable,  and 
there  does  not  seem  to  be  any  necessity  for 
abandoning  the  very  pretty  question  which  the 
Fourth  Hand  is  now  at  times  called  upon  to  de- 
termine, namely,  whether  to  try  for  the  game 
or  for  the  penalty  of  lOO.  Should  the  propor- 
tion of  deals  in  which  one  Spade  is  played  ever 
become  excessive  there  might  be  good  reason 
for  favoring  this  plan. 

(  447  ) 


Auction  Developments 


S? 


PLANS    TO    INCREASE    COMPETITION    IN    BIDDING 

There  are  a  number  of  plans  which  would 
create  more  bidding  and  which,  therefore,  de- 
mand very  careful  consideration. 

At  present  Diamonds  and  Clubs  cannot  com- 
pete on  even  terms  with  the  major  suits.  Every 
player  has  at  times  keenly  regretted  his  inability 
to  bid  four  Clubs  over  three  Royals  or  five  Dia- 
monds over  four  Royals,  etc.  The  proposed 
Counts  embody  a  remedy  for  this.  They  are: 


To  leave  the  values  of  all  declarations  of  one 
as  they  are  at  present,  but  to  add  lo  for  each 
additional  trick  bid  in  a  Royal,  Heart,  Diamond, 
or  Club  declaration. 

This  would  make  the  values  as  follows:  — 


Number  Bid  . 

I 

2 

S 

4 

5 

No  Trumps   . 

10 

20 

3° 

40 

50 

Royals    . 
Hearts    . 

•       9 
.       8 

19 
i8 

29 
28 

39 
38 

49 
48 

Diamonds 
Clubs      .        . 
Spades    . 

•       7 
.       6 

2 

17 
i6 

4 

27 

26 

6 

37 

36 

8 

47 
46 

10 

( 448 ) 


0  Facts  ana  Figures  ^ 

Bids  of  six  and  seven  would,  of  course,  have 
similar  values;  as,  for  example,  seven  Clubs, 
66. 

B 

To  make  all  declarations,  except  the  Spade, 
worth  lo,  but  provide  that  they  rank  in  their 
present  order  for  overbidding:  that  is,  two  No 
Trumps  to  overbid  two  of  any  other  declara- 
tion ;  three  Royals  three  of  any  other  suit,  etc. 

C 

To  make  all  suits  worth  9,  but  provide,  as 
in  the  last  case,  that  a  bid  of  an  equal  number 
of  a  suit  that  now  has  a  higher  value  should 
overcall  a  lower  valued  suit. 

D 

To  give  to  both  Royals  and  Hearts  a  value 
of  9  (Royals  overcalling  Hearts)  and  both 
Diamonds  and  Clubs  a  value  of  8  (Diamonds 
overcalling  Clubs).' 

'  This  count  is  suggested  by  Mr.  B.  G.  Braine,  of  New 
York.  It  is  intended  to  be  used  with  Nullos  valued  at  lo,  the 
idea  being  to  have  two  declarations  of  i  o,  two  of  9,  and  2  of  8. 

(  449   ) 


(^  Auction  Developments  S? 

All  these  plans  have  undoubted  merit.  They 
all,  however,  force  the  abandonment  of  the 
major  and  minor  suit  idea,  and  consequently 
eliminate  many  pretty  situations  of  declaration 
which  under  the  present  count  arise  with  more 
or  less  frequency. 

For  every  instance  in  which  the  additional 
opportunity  to  continue  Diamonds  or  Clubs 
would  be  of  benefit  to  the  game  there  would 
be  many  in  which  the  Declarer  would  be  de- 
prived of  the  chance  to  show  his  finesse  by 
taking  his  partner  out  of  a  minor  suit  declara- 
tion or  by  going  into  a  minor  over  a  major 
either  as  a  warning  or  an  encouragement. 

Approximately  only  thirty-five  per  cent  of  all 
deals  are  to-day  played  at  No  Trump;  it  there- 
fore hardly  seems  necessary  to  increase  suit 
values  to  an  extent  which  would  make  the  No 
Trump  almost  a  novelty.  It  is  the  declaration 
which  most  players  would  rather  play  than  any 
other;  consequently  any  action  which  would 
place  it  in  the  background  would  hardly  be 
popular. 

It  must  be  admitted  that  the  present  count 
(  450  ) 


0  Facts  and  Figures  * 

has  advantages  which  none  of  the  new  plans 
contain,  and  it  does  not  seem  probable  that  it 
will  be  disturbed  unless  Nullos  be  adopted  with 
a  value  of  lo  or  ii.'  Should  that  happen  the 
present  suit  values  would  be  manifestly  insuf- 
ficient to  contest  with  two  declarations,  each 
worth  lo  or  more,  and  in  order  to  insure  a 
proper  proportion  of  suit  declarations  one  of 
the  above  schemes  would  probably  be  adopted. 
'  See  page  351. 


PART   VIII 


f 


PART  VIII 

THE    DECISIONS 

Since  the  adoption  of  the  Count  now  in  use, 
the  Card  Committee  of  the  Whist  Club  of  New 
York  has  been  called  upon  to  decide  thirty-one 
cases,  in  each  of  which  some  question  has 
arisen  involving  the  proper  interpretation  of 
one  or  more  Auction  Laws. 

All  these  decisions  were  rendered  while  the 
Code  adopted  November,  191 2,  was  in  force, 
and  consequently  are  rulings  under  that  and  not 
in  accordance  with  the  present  laws.  They,  how- 
ever, cover  practical  cases  apt  to  arise  at  any 
time,  and  only  a  few  of  the  findings  would  be 
different  under  the  new  code.  The  vast  major- 
ity interpret  laws  which  have  not  been  mate- 
rially altered. 

As  these  decisions  must  prove  of  great  inter- 
est to  every  Auction  player,  they  are  given 
in  full,  and  so  that  they  may  be  considered 
thoroughly  up  to  date  a  note  is  appended  in 
every  case  in  which  the  law  involved  has  been 
(  455  ) 


(^  Auction  Developments  S? 

subjected  to  any  change.  In  every  instance  in 
which  a  decision  is  not  followed  by  a  note,  the 
law  considered  is  the  same  now  as  when  the  de- 
cision was  rendered  ;  in  the  cases  in  which  there 
has  been  any  change,  the  effect  of  the  alteration 
and  the  meaning  of  the  present  law  is  fully  ex- 
plained. 

Case  i 

A  bids  out  of  turn.  Y  and  Z  consult  as  to 
whether  they  shall  allow  the  declaration  to  stand 
or  demand  a  new  deal.  B  claims  that,  by  reason 
of  the  consultation,  the  right  to  enforce  a  pen- 
alty is  lost. 

Decision 

Law49  does  not  prohibit  consultation.  It  pro- 
vides that  "either  adversary  may  demand  a  new 
deal  or  allow  the  declaration  to  stand."  This 
obviously  only  means  that  the  decision  first 
made  by  either  shall  be  final.  The  old  law  pro- 
hibiting consultation  has  been  stricken  from  the 
code,  and  the  action  seems  wise,  as  such  a  ques- 
tion as,  "Will  you  enforce  the  penalty,  or  shall 
(456  ) 


0  T^he  Decisions  <?> 

I  ?  "  is  really  a  consultation,  and  consequently 
an  evasion  of  the  law. 

There  does  not  seem  to  be  any  sound  reason 
for  preventing  partners  entitled  to  a  penalty  or 
choice  of  penalties  from  consulting,  and  as  the 
laws  at  present  stand,  there  is  unquestionably 
nothing  prohibiting  it. 

B's  claim,  therefore,  is  not  allowed. 

Note  to  Decision  /. 

Law  50f,  one  of  the  new  features  in  the  code 
of  November,  19 13,  accurately  defines  the  ex- 
tent of  consultation  now  permitted.  It  was 
found  that  the  privilege  of  practically  unlimited 
consultation  allowed  by  the  code  of  19 12  was 
at  times  abused  and  created  serious  differences 
of  opinion  as  to  what  constituted  legitimate 
consultation  and  what  was  merely  the  giving  of 
information. 

As  the  laws  now  read,  a  player  may  say, 
"  Partner,  you  determine  the  penalty."  The 
old  form  of  question,  "  Partner,  will  you  or  shall 
I  determine  the  penalty  ? "  or  words  to  that  effect 
is  now  held  to  be  consultation  and  is  prohibited. 
(  457  ) 


(^  Auction  Developments  S? 

If  any  other  consultation  take  place  the  right 
to  demand  a  penalty  is  thereby  forfeited. 


Case  i 

A  bids  two  Hearts ;  Y  bids  two  Diamonds ;  B 
demands  that  the  Y  declaration  be  made  suffi- 
cient. Y  says,  "  I  correct  my  declaration  to  three 
Diamonds."  B  passes ;  Z  bids  three  No  Trumps. 
A  claims  that  Z  has  no  right  to  bid. 

Decision 

Law  50  provides  that  "  in  case  of  an  insuffi- 
cient declaration  .  .  .  the  partner  is  debarred 
from  making  any  further  declaration."  This 
exactly  covers  the  case  in  question.  True  it  is 
that  Law  52  provides  that,  prior  to  the  next 
player  passing,  declaring,  or  doubling,  a  declar- 
ation inadvertently  made  may  be  corrected. 
The  obvious  intent  of  this  law  is  that  it  shall 
apply  when  a  player  makes  such  a  declaration 
as,  "Two  Diamonds  —  I  mean  three  Dia- 
monds" ;  or,  "  Two  Spades  —  I  mean  two  Roy- 
als "  ;  and  that  such  correction  shall  be  allowed 
(458  ) 


0  T^he  Decisions  <?> 

without  penalty  if  the  declaration  has  really 
been  inadvertently  made  and  neither  adversary 
has  taken  any  action  whatever.  We  interpret 
52  by  reading  into  it  the  additional  words,  "  or 
either  adversary  calls  attention  to  the  insufficient 
declaration."  The  construction  put  upon  52  by 
Y  would  result  in  nullifying  a  most  important 
part  of  50. 

The  claim  of  A  is  sustained. 

Note  to  Decision  2 

Law  52  now  contains  the  foUowingwords :  "If, 
prior  to  such  correction,  an  adversary  call  at- 
tention to  an  insufficient  or  impossible  declara- 
tion, it  may  not  thereafter  be  corrected  nor 
may  the  penalty  be  avoided." 


Case  3 
At  the  conclusion  of  the  play  the  cards  are 
turned  face  downward  preparatory  to  the  next 
deal.  It  is  then  discovered  that  the  pack  con- 
tains two  Queens  of  Clubs  and  no  Knave  of 
(  459  ) 


4i  Auction  'Developments  7 

Clubs.  The  score  has  been  claimed  and  admitted, 
but  not  recorded. 

Is  the  deal,  which  has  just  been  completed, 
void  ? 

Decision 

Law  39  provides  that  "  \i^  during  the  play,  a 
pack  be  proven  incorrect,  such  proof  renders 
the  current  deal  void,  but  does  not  affect  any 
prior  score. 

"  Current  "  may  be  defined  as  "  in  actual  pro- 
gress," "  belonging  to  the  time  immediately 
passing." 

It  seems  clear,  therefore,  that  as  the  discov- 
ery of  the  imperfection  did  not  occur  during 
"  the  current  deal,"  the  result  of  it  becomes 
"  a  prior  score,"  which  under  the  terms  of  the 
law  is  not  affected. 

Note  to  Decision  j 

Law  39  now  allows  a  longer  time  within 
which,  if  the  discovery  be  made  that  the  pack 
is  imperfect,  the  deal  is  declared  void. 

x^s  will  be  seen  from  the  above  decision  un- 
der the  old  code,  the  discovery  had  to  take 
(  460  ) 


0  T^he  'Decisions  ^ 

place  before  the  last  card  was  played  ;  now  if  it 
be  made  before  the  cutting  of  the  pack  for  the 
following  deal,  the  deal  played  with  the  imper- 
fect pack  is  void. 


Case  4 

A  player  belonging  to  one  table  expresses 
his  desire  to  enter  another,  and  cuts  in.  At  the 
end  of  the  rubber  he  claims  that  he  is  not 
obliged  to  cut  with  the  others. 

Decision 

Law  24  provides  that  "  When  one  or  more 
players  belonging  to  an  existing  table  aid  in 
making  up  a  new  one,  he  or  they  shall  be  the 
last  to  cut  out."  This  law  applies  only  when  a 
player  leaves  an  existing  table  to  help  make  up 
another,  because  without  him  there  would  not 
be  four  players  for  the  new  table. 

When  a  player  leaves  a  table  and  cuts  into 
another,  his  presence  not  being  required  to  com- 
plete the  table  he  enters,  he  has  the  same  stand- 
ing as  the  others  at  that  table. 
(  461  ) 


4>  Auction  Developments  S? 

Note  to  Decision  ^ 

Law  24  now  contains,  after  "  new  table,"  the 
additional  words  "  which  cannot  be  formed  with- 
out him  or  them." 


Case  5 

A  player  belonging  to  one  table  expresses 
his  desire  to  join  another,  cuts  for  the  privilege 
of  entering  in  accordance  with  Law  23,  and  fails 
to  cut  in.  At  the  end  of  the  rubber,  must  he 
cut  again  ? 

Decision 

By  his  first  cut  he  lost  his  rights  at  his  former 
table  and  became  a  member  of  the  new  table ; 
at  the  end  of  the  rubber  he  has  the  right  to 
enter  without  cutting. 


Case  6 

The  bidding  in  an  Auction  deal  was  as  fol- 
lows :  — 

(  462  ) 


0  T^he  Decisions 


.    ist  Round 

2d  Round 

3d  Round 

North 

3  Royals 

Redouble 

Double 

East 

No 

No 

No 

South 

4  Hearts 

No 

Double 

West 

Double 

6  Clubs 

Claims  new  deal 

The  deal  was  played  and  resulted  in  the  De- 
clarer taking  six  tricks,  a  loss  of  600.  The 
question  is  whether  West's  claim  should  be  sus- 
tained or  this  score  counted,  it  being  a  part  of 
the  case  stated  that  the  declaration  which  was 
the  subject  of  complaint  was  made  inadvertently. 

Decision 

Law  54  provides  that  "A  player  cannot  re- 
double his  partner's  double,"  but  does  not 
penalize  such  action.  The  prohibition  is  in- 
tended to  prevent  an  increase  in  the  value  of 
the  tricks  and  a  penalty  is  not  attached,  as  the 
additional  double  is  generally  a  careless  act, 
not  likely  to  materially  benefit  the  offending 
player. 

It  goes  without  saying  that  any  such  double 
is  most  irregular,  and  any  suggestion  of  strength 
thereby  conveyed  will  not  be  used  by  an  honor- 
(  463  ) 


(i>  Auction  Developments  S? 

able  partner.  The  same  comment  applies  to  the 
remark,  sometimes  made,  "  Partner,  I  would 
have  doubled,  if  you  had  not." 

A  player  repeatedly  guilty  of  such  conduct, 
or  of  intentionally  violating  any  other  law, 
should  be  reprimanded,  and,  if  the  offense  be 
continued,  ostracized. 

In  the  case  under  consideration,  this  question 
does  not  arise,  as  it  is  conceded  that  the  act  was 
simply  an  inadvertence.  Even,  however,  had 
its  bona  fides  been  questioned,  the  decision  would 
of  necessity  be  that  the  score  be  counted, 
as  the  laws  do  not  provide  a  penalty  for  the 
offense. 

Note  to  Decision  6 

Law  54  now  provides  a  penalty  of  50  points 
for  the  offense  in  question.  (See  comment  upon 
this  addition  to  the  law,  page  9.)  In  the  above 
case.  West's  claim  that  he  had  the  right  to  de- 
mand a  new  deal  would  still  be  disallowed,  but 
now  he  would  receive  50  points  in  his  honor 
score  as  a  penalty  for  South's  offense. 

(  464  ) 


0  The  Decisiofis  <?> 

Case  7 

The  bidding  in  an  Auction  deal  was  as  fol- 
lows :  — 


I  St  Round 

2d  Round 

3d  Round 

4th  Round 

North 

I  Club 

1  Heart 

2  Hearts 

No 

East 

I  Diamond 

No 

Double 

No 

South 

No 

No 

3  Clubs 

West 

No 

2  Diamonds 

No 

South  claimed  that  his  partner,  having  aban- 
doned the  Club  declaration,  he  (South)  became 
the  real  Club  bidder,  and,  having  made  the  final 
declaration,  was  entitled  to  play  the  combined 

hands. 

Decision 

Law  46  provides  that  when  the  winning  suit 
was  first  bid  by  the  partner,  no  matter  what  bids 
have  intervened^  he  shall  play  the  hand. 

This  law  decides  the  case. 

Note  to  Decision  y 
The  only  alteration  in  Law  46,  since  the  ren- 
dering of  the  above  decision,  is  the  change  of  the 
words,  "unless  the  winning  suit  was  first  bid  by 
(  465  ) 


4>  Auction  Developments  7 

the  partner,"  to  "  unless  the  suit  or  No  Trump 
finally  declared  was  bid  by  the  partner  before 
it  was  called  by  the  final  Declarer." 

This  alteration  was  made  for  the  purpose  of 
covering  the  case  of  the  winning  suit  first  being 
bid  by  an  adversary  of  the  final  Declarer  and 
next  by  his  partner.  Under  a  strict  construction 
of  the  old  law  in  this  case,  it  might  have  been 
held  that  the  final  Declarer  would  have  to  play 
the  combined  hands,  as  his  partner  did  not  first 
bid  the  suit.  There  was  no  such  intent,  and  the 
new  law  cannot  be  misconstrued. 

Decision  7  is  not  in  any  way  aflFected. 


Case  8 

At  about  the  seventh  or  eighth  trick,  the  left- 
hand  adversary  of  the  Declarer  remarks,  "  If  you 
have  all  the  tricks,  lay  down  your  hand."  The 
Declarer  does  not  answer,  but  continues  the  play 
in  the  usual  manner. 

One  trick  later,  the  same  adversary  says,  "  Lay 
down  your  hand";  whereupon  almost  simul- 
taneously the  Declarer  and  the  adversary  who 
(  466  ) 


<>  The  Decisiofis  ^ 

has  done  the  talking  place  their  hands  face  up- 
ward on  the  table. 

The  Declarer  then  states  that  he  can  take  all 
of  the  tricks.  The  play  is  not  completed,  but 
examination  shows  one  trick  may  be  taken  by  the 
adversaries  of  the  Declarer  if  he  do  not  finesse 
in  a  certain  way. 

Under  these  irregular  circumstances,  should 
the  Declarer  lose  the  trick  ? 

Decision 

Law  72  provides,  "  If  either  or  both  of  the 
Declarer's  adversaries  throw  his  or  their  cards 
on  the  table  face  upward,  such  cards  are  exposed 
and  liable  to  be  called;  but  if  either  adversary 
retain  his  hand,  he  cannot  be  forced  to  abandon 
it.  Cards  exposed  by  the  Declarer  are  not  liable 
to  be  called.  If  the  Declarer  say,  *I  have  the 
rest,'  or  any  other  words  indicating  that  the  re- 
maining tricks  or  any  number  thereof  are  his,  he 
may  be  required  to  place  his  cards  face  upward 
on  the  table.  His  adversaries  are  not  liable  to 
have  any  of  their  cards  called  should  they  there- 
upon expose  them." 

(  467  ) 


«^  Auction  Developments  S? 

Section  9  of  Etiquette  provides  :  "  If  a  player 
say,  '  I  have  the  rest,'  or  any  words  indicating 
the  remaining  tricks  are  his,  and  one  or  both  of 
the  other  players  expose  his  or  their  cards  or  re- 
quest him  to  play  out  the  hand,  he  should  not 
allow  any  information  so  obtained  to  influence 
his  play,  nor  take  any  finesse  not  announced  by 
him  at  the  time  of  making  such  claim,  unless  it 
had  been  previously  proven  to  be  a  winner." 

The  case  under  consideration  is  covered  by 
the  first  portion  of  Law  72.  The  latter  portion 
of  that  law  does  not  apply,  as  the  opponent  did 
not  place  his  cards  on  the  table  after  a  claim  by 
the  Declarer.  The  law  seems  clear:  the  cards  of 
the  adversary  are  exposed  and  subject  to  call 
—  the  cards  of  the  Declarer  cannot  be  called. 

The  Etiquette  of  the  game,  however,  must 
not  be  disregarded. 

The  plain  intent  of  Section  9  and  the  justice 
of  the  case  is,  if  the  Declarer  place  his  hand  on 
the  table  claiming  the  remaining  tricks,  that  he 
should  not  receive  a  doubtful  trick  unless,  when 
he  made  his  claim,  he  contemplated  any  finesse 
necessary  to  obtain  it. 

(  468  ) 


0  T^he  'Decisions  ^ 

If  he  did  not  intend  to  finesse  that  way,  or 
did  not  then  realize  that  a  finesse  would  be 
necessary,  he  should,  under  these  circumstances, 
voluntarily  surrender  the  trick. 

When  the  Declarer  claims  all  the  tricks,  the 
opponent  who  requires  the  hand  to  be  played 
probably  holds  the  strength ;  the  locus  of  the 
request,  therefore,  suggests  the  way  to  win  the 
finesse.  It  is  for  the  interest  of  Auction  that, 
when  no  real  play  remains,  time  should  not  be 
wasted,  but  neither  side  should  in  any  way 
benefit  by  an  eflfort  to  avoid  useless  delay. 

In  the  case  under  consideration,  however,  the 
adversary  suggests  that  the  hands  be  placed  on 
the  table,  and  the  Declarer  may  naturally  expect 
that  the  only  card  which  might  take  a  trick  will 
drop. 

There  is  no  reason  to  assume  that  the  De- 
clarer will  not  finesse  correctly,  and  it  is  not  just 
that  the  act  of  his  opponent  should  deprive  him 
of  the  opportunity  of  so  doing. 

The  decision,  therefore,  is  that  the  Declarer 
is  entitled  to  the  disputed  trick. 

(469) 


Auction  Developments  ^ 


Note  to  Decision  8 

Law  72  now  has  incorporated  in  it  the  pro- 
vision previously  contained  in  the  Etiquette, 
that  if  the  Declarer  make  a  claim  he  is  not  al- 
lowed to  take  any  finesse  not  previously  proven 
a  winner  unless  he  announce  it  when  making 
his  claim. 


Case  9 

Dummy  leaves  the  table  to  get  a  glass  of 
water.  As  he  returns  to  his  seat,  he  sees  his 
partner's  hand,  and  notices  that  he  is  revoking. 

Has  he,  under  these  circumstances,  the  right 
to  ask  him  whether  he  has  any  more  of  the  suit? 

Decision 

Law  60  gives  the  Dummy  the  right  to  ask 
this  question,  and  does  not  specify  that  he  must 
be  in  his  seat  to  avail  himself  of  the  privilege. 

Section  9  of  Etiquette  provides  that  the 
Dummy  shall  not  leave  his  seat  for  the  purpose 

(  470  ) 


0  The  Decisions  <^ 

of  watching  his  partner's  play;  but  even  should 
he  do  so,  his  breach  of  Etiquette  would  not  de- 
prive him  of  the  rights  given  him  by  law.  An 
adversary  may  unquestionably  object  to  the 
Dummy  watching  the  play  of  the  Declarer. 
That,  however,  is  not  the  case  under  consid- 
eration. The  penalty  for  the  revoke  is  the  most 
severe  in  Auction,  many  think  it  unreasonably 
so,  and  a  player  is  entitled  to  every  protection 
the  law  affords  him. 

The  decision,  therefore,  is  that  under  the 
conditions  named,  the  question  may  be  asked. 

I^ote  to  Decision  g 

While  Law  60  has  been  altered  since  this  de- 
cision was  rendered,  the  change  has  not  affected 
the  ruling  in  this  case. 

The  new  law  tries  to  induce  the  Dummy  not 
to  look  at  his  adversaries'  hands.  Viewing  the 
cards  of  his  partner  is  much  more  objectionable, 
and  while  it  may  be  within  the  letter,  it  is  clearly 
contrary  to  the  spirit,  of  the  law  for  him,  if  he 
intentionally  look  at  his  partner's  cards,  to  check 
a  revoke  his  partner  is  making. 
(471  ) 


(^  Auction  Developments  S? 

Case  io 

With  three  tricks  to  play,  the  Declarer  throws 
his  cards  face  upward  on  the  table,  claiming  the 
remaining  tricks.  His  opponents  admit  his  claim 
and  the  score  is  entered.  The  Dummy  then 
calls  the  attention  of  the  table  to  the  fact  that, 
had  a  certain  lead  been  made,  the  Declarer  could 
not  have  taken  all  the  tricks. 

Query  :  Under  the  circumstances,  is  the  De- 
clarer entitled  to  all  the  tricks  ;  first,  viewing 
the  question  solely  from  a  strict,  interpretation 
of  the  laws;  and  second,  from  the  standpoint 
of  good  sportsmanship? 

Decision 

Section  lo  of  Etiquette  provides,  "  If  a  player 
concede  in  error  one  or  more  tricks,  the  con- 
cession should  stand."  There  is  no  law  affect- 
ing the  situation,  and,  therefore,  the  section  of 
Etiquette  above  quoted  clearly  covers  the  first 
portion  of  the  query. 

As  to  whether  good  sportsmanship  would  re- 
quire the  Declarer,  under  the  circumstances, 
(  472  ) 


0  T^he  Decisions  c5) 

voluntarily  to  surrender  any  of  the  tricks  to 
which  he  is  entitled  by  law,  does  not  seem  to 
produce  a  more  serious  question. 

It  is  true  that  the  adversary,  by  overlooking 
a  possible  play,  made  a  concession  that  was  not 
required,  and  that  the  Dummy  noticed  the  error 
of  the  adversaries.  Why,  however,  should  the 
Dummy  be  obliged  to  correct  this  error  any 
more  than  any  other  mistake  of  his  opponents? 

It  is  perfectly  clear  that,  had  a  similar  error 
been  made  by  the  Declarer,  the  Dummy  could 
not  have  saved  himself  from  suffering  by  reason 
of  it,  and  whether  the  question  be  either  of  strict 
interpretation  of  law  or  of  sportsmanship,  it  is  a 
poor  rule  that  does  not  work  both  ways. 

Both  parts  of  the  query  are,  therefore,  an- 
swered in  the  affirmative. 


Case  i  i 

The  Declarer  led  three  rounds  of  Trumps  ; 
on  the  third  an  adversary  refused. 

Later  in  the  play  the  Declarer  led  a  winning 
card  which  was  trumped  by  the  adversary  who 

(  473  ) 


4>  Auction  Developments  S? 

refused  trumps.   The  player  who  trumped  the 
trick  gathered  it. 

The  Declarer  said,  "How  did  you  win  it?" 
The  player  answered,  "  1  trumped  it." 
The  Dummy  then  said,  "  Who  trumped  it  ? " 
After  this  remark   by  the  Dummy,  the   De- 
clarer claimed  a  revoke  ;  the  claim  was  disputed 
upon  the  ground  that  the   Dummy  called  the 
revoke  to  the  attention  of  the   Declarer.  The 
Declarer  stated  that  he  would  have  made  the 
claim,  regardless  of  Dummy's  remark. 

Query  :  Should  the  revoke  have  been  al- 
lowed ? 

Decision 

Law  60  describes  explicitly  the  privileges  of 
the  Dummy  after  he  has  placed  his  hand  on  the 
table. 

Law  61  provides,  "Should  the  Declarer's 
partner  call  attention  to  anv  other  incident  of  the 
play,  in  consequence  of  which  any  penalty 
might  have  been  exacted,  the  Declarer  is  pre- 
cluded from  exacting  such  penalty." 

Inasmuch  as  asking  "  Who  trumped  it?"  is 
not  one  of  the  privileges  allowed  the  Dummy, 
(  474  ) 


0  The  Decisions  <*> 

such  action  is  irregular,  and  must,  of  necessity, 
call  attentfon  to  the  revoke.  Had  the  Dummy 
actually  claimed  the  revoke  it  would  preclude 
the  exaction  of  the  penalty,  even  had  the  De- 
clarer been  about  to  claim  it.  It  is,  therefore, 
immaterial  whether  the  Declarer  would  have  no- 
ticed the  revoke  had  the  Dummy  not  made  the 
irregular  remark.  The  question  is  decided  in 
the  negative. 

Note  to  Decision  II 

The  Dummy  now  has  the  right  to  call  attention 
to  a  revoke,  provided  he  have  not  intentionally 
looked  at  a  card  in  the  hand  of  a  player.  The 
above  ruling,  however,  is  binding  if  the  Dummy 
have  intentionally  looked  at  any  unplayed  card 
not  in  his  own  hand. 


Case   12 
The  adversaries  of  the  Declarer  take  ten  tricks, 
but  revoke.   Under  these  conditions,  can  either 
side  score  except  for  honors  or  chicane } 

(475  ) 


4i  Auction  Developments  7 

Decision 

Law  84  provides  that  "A  revoking  side  can- 
not score,  except  for  honors  or  chicane." 

It  also  provides:  "  If  either  of  the  adversa- 
ries revoke,  the  Declarer  may  either  add  150 
points  to  his  score  in  the  honor  column  or  may 
take  three  tricks  from  his  opponents  and  add 
them  to  his  own.  Such  tricks  may  assist  the  De- 
clarer to  make  good  his  declaration," 

It  is  evident  that  the  Declarer  is  given  the 
option  of  either  scoring  150  points  or  taking 
three  tricks,  should  he  prefer  to  make  good  his 
declaration  rather  than  receive  the  bonus. 

In  the  case  cited,  three  tricks  could  not  ful- 
fill the  contract,  but  should  a  thoughtless  or 
generous  Declarer  elect  to  take  a  penalty  which 
would  not  benefit  him,  in  preference  to  150,  he 
would  be  acting  within  his  rights. 

The  law  clearly  decides  this  case.  The  adver- 
saries "cannot  score  except  for  honors  or  chi- 
cane" ;  and  the  Declarer  can  "add  150  to  his 
score  in  the  honor  column"  if  he  elect  so  to 
do. 

(  476  ) 


0  The  Decisions  <^ 

Note  to  Decision  12 

The  reduction  of  the  revoke  penalty  from 
ICO  to  100  does  not  affect  the  above  decision. 


Case  13 

The  Dealer  bids  two  Hearts ;  Second  Hand, 
three  Diamonds;  Third  Hand,  pass;  Fourth 
Hand,  pass ;  Dealer,  three  Hearts ;  Second 
Hand,  pass;  Third  Hand  hesitates,  and,  before 
he  speaks,  Fourth  Hand  passes.  Third  Hand 
says:  "I  have  not  declared,  but  I  will  pass." 
Fourth  Hand  then  says:  "I  bid  four  Dia- 
monds." • 

Query  i  :  Can  the  Fourth  Hand,  under  these 
conditions,  make  this  declaration  ? 

Query  1 :  If  Query  i  be  decided  negatively, 
what  would  be  the  ruling  in  case  the  Third 
Hand  declare,  instead  of  passing? 

Decision 

Rule  48  makes  it  clear  that  there  cannot  be 
any  penalty   exacted  when  a  player,  as  in  the 
(  477  ) 


4"  Auction  Developments  "s? 

case  under  consideration,  passes  out  of  turn,  and 
there  can  be  no  question  that  his  action  cannot 
prevent  the  declaration  of  the  player  whose 
rightful  turn  it  is  to  bid.  When  under  such 
conditions  the  player  whose  turn  it  is  to  bid  sub- 
sequently passes,  the  offending  player  has  pre- 
sented to  him  a  declaration  that  he  has  once 
passed;  he  cannot  then  benefit  by  his  own  irreg- 
ularity and  make  a  second  declaration.  If,  how- 
ever, the  player  whose  rightful  turn  it  is  to  bid 
make  a  new  declaration,  the  case  is  different,  as 
that  declaration  has  not  been  passed  by  the 
offending  player,  and  he  is,  therefore,  then  in 
exactly  the  same  position  as  if  he  had  not  .pre- 
viously passed  out  of  turn. 

Note  to  Decision  ij 

Law  49  now  fully  covers  the  above  case,  and 
accords  with  the  decision.  It  provides  "If  a 
player  pass  out  of  turn,  the  order  of  the  bidding 
is  not  affected.  The  player  who  has  passed  out 
of  turn  may  reenter  the  bidding  in  his  proper 
turn  if  the  declaration  he  has  passed  be  overbid 
or  doubled."  * 

(  478  ) 


0  The  Decisions  ♦ 

Case  14 

The  Declarer  has  taken  sufficient  tricks  to 
fulfill  his  contract  and  win  the  game  hefore  the 
play  is  entirely  completed.  There  remain  in 
the  Dummy  the  Ace,  King,  and  another  Club. 
The  Declarer  leads  a  Club,  plays  the  King  from 
the  Dummy,  and  the  Fourth  Hand  plays  a 
Heart  upon  that  trick.  As  the  Declarer  gathers 
the  trick,  but  before  he  has  turned  it,  the  Fourth 
Hand  remarks, "  I  get  a  Club  trick,"  and  throws 
his  remaining  cards, upon  the  table,  the  Queen 
and  other  Clubs  being  among  them.  The  De- 
clarer claims  that  the  throwing-down  of  the  cards 
establishes  the  revoke,  and  also  that  he  has  the 
right  to  call  the  Queen  of  Clubs  upon  the  trick 
which  has  not  been  quitted  and  the  remaining 
cards  as  he  sees  fit. 

Decision 
The  question  of  whether  a  revoke  is  estab- 
lished is  not  in  any  way  affected  by  the  fulfill- 
ment of  a  contract  or  winning  of  a  game:  that 
part  of  the  statement  is,  therefore,  immaterial. 
(  479  ) 


4>  Auction  Developments  ^ 

Law  83  provides  that  a  revoke  becomes  es- 
tablished whenever  the  trick  in  which  it  occurs 
is  turned  and  quitted,  or  when  either  the  revok- 
ing player  or  his  partner,  whether  in  turn  or 
otherwise,  lead  or  play  to  the  following  trick.  . 

In  the  case  under  consideration  the  trick  had 
not  been  quitted,  and  the  throwing  of  the  hand 
upon  the  table,  as  described  in  the  case  stated, 
is  evidently  not  either  a  leading  or  playing  to 
the  following  trick.  The  revoke,  therefore,  was 
not  established,  and  could  be  corrected.  The 
Fourth  Hand,  however,  having  exposed  his 
cards,  the  Declarer  has  the  right  to  call  them, 
and  as  a  Club  must  be  played  upon  the  current 
trick,  he  can  call  the  Queen  if  he  so  elect.  If 
the  revoke  had  been  established,  the  Declarer 
could  not  have  made  any  call  to  alter  the  play 
of  the  trick  upon  which  the  revoke  took  place. 


Case  15 

An  adversary  of  the  Declarer  does  not  follow 
to  a  lead  of  Clubs.  The  Declarer  wins  the  trick, 
but  before  it  is  turned,  the  partner  of  the  re- 
(  480  ) 


0  T^he  Decisions  ♦ 

nouncing  player  asks,  "No  Clubs,  partner?" 
The  renouncing  player  answers,  "  No  Clubs," 
and  then  a  moment  later  says,  "  Hold  up  —  I 
have  a  Club." 

The  Declarer  claims  that  he  turned  and 
quitted  the  trick  after  the  answer  of"  No  Clubs" 
and  before  the  remark,  "Hold  up." 

The  offending  player  claims,  first,  that  the 
trick  was  not  quitted  when  he  said,  "  Hold  up  " ; 
and,  second,  that,  even  if  it  were,  the  fact  that 
his  partner  had  asked  the  question  prevented 
the  revoke  from  being  established  until  he  had 
ample  time  to  answer. 

Decision 

With  disputed  questions  of  fact  we  have  no- 
thing whatever  to  do;  if  the  renouncing  player 
attempted  to  correct  his  revoke  before  the  trick 
was  turned  and  quitted,  he  was  within  his  rights  ; 
but  whether  he  did  so  is  solely  a  question  of  fact. 

If  the  contention  of  the  Declarer  as  to  the 
facts  of  the  case  be  admitted  to  be  correct,  his 
claim  as  to  the  revoke  must  be  sustained. 

Law  85  provides  that,  after  a  question  by  the 
(  481  ) 


(i>  Auction  Developments  S? 

partner  before  the  turning  and  quitting,  "the 
error  may  be  corrected  unless  the  question  be 
answered  in  the  negative."  That  happened  in 
this  case,  and  if  the  turning  and  quitting  took 
place  before  the  attempt  to  correct,  the  revoke 
was  ipso  facto  established. 


Case  i6 

The  declaration  is  No  Trump,  and  the  open- 
ing lead  a  Spade;  all  follow  suit.  The  Declarer 
renounces  on  the  second  trick  (also  a  Spade) 
and  it  is  turned  and  quitted.  The  same  thing 
happens  to  the  third  trick.  The  fourth  trick  is 
won  by  the  Dummy  with  the  Queen  of  Spades; 
the  Declarer  for  the  third  time  does  not  follow 
suit.  Before  the  fourth  trick  is  turned,  the 
Declarer  places  his  hand,  which  contains  a  small 
Spade,  on  the  table,  and  claims  the  balance  of 
the  tricks.  The  adversaries  state  that  they  con- 
cede the  nine  remaining  tricks,  but  claim  three 
revokes.  The  Declarer  admits  two  revokes, 
and  the  question  is  whether  the  third  revoke, 
under  these  circumstances,  is  established. 
(482  ) 


0  The  Decisions  <i> 

Decision 

This  case  is  very  similar  to  Case  14,  the  only 
real  distinction  being  that  the  player  who  placed 
his  hand  upon  the  table  claimed  the  balance  of 
the  tricks,  and  his  claim  was  allowed.  This 
suggests  the  contention  that  a  claim  of  this 
character  is  equivalent  to  playing  to  the  succeed- 
ding  tricks.  There  is  no  law  which  would  jus- 
tify such  a  ruling,  and  there  is  no  logical  reason 
which  would  sustain  such  a  contention  with  any 
greater  force  than  would  have  been  the  case  if 
in  Case  14  it  had  been  argued  that  the  claim  of 
one  trick  by  the  player  exposing  his  hand  con- 
stituted a  play  to  that  trick. 

The  laws  must  be  strictly  construed.  As  at 
present  constituted,  they  expressly  provide  that 
a  revoke  may  be  corrected  at  any  time  until  the 
trick  be  turned  and  quitted  or  the  revoking 
player  or  his  partner,  whether  in  turn  or  other- 
wise, lead  or  play  to  the  following  trick.  It  is 
admitted  in  this  case  that  neither  of  these  hap- 
penings actually  occurred,  and  we  cannot  hold 
that  the  placing  of  a  player's  entire  hand  (in 
(  483  ) 


($>  Auction  Developments  ^ 

this  case  nine  cards)  upon  the  table  is  either 
leading  or  playing  to  a  trick. 

It  is  argued  that  this  decision  makes  a  revoke 
in  such  case  impossible,  but  this  contention 
does  not  seem  to  be  sound,  as  either  adversary 
can  request  the  Declarer  to  play  the  hand  out. 
The  moment  he  plays  one  card,  the  third  revoke 
is  established. 

The  decision,  therefore,  is  that  the  adversaries 
of  the  Declarer  are  not  entitled  to  a  third  revoke. 


Case   17 

An  adversary  of  the  Declarer  drops  a  card 
face  up  on  the  table.  The  Dummy  and  the  part- 
ner of  the  adversary  notice  the  incident,  but  the 
Declarer  does  not.  The  player  who  has  dropped 
the  card  picks  it  up  quickly  and  replace*  it  in 
his  hand.  The  Dummy  demands  that  it  be  left 
on  the  table. 

Query  :  Has  the  Dummy  in  so  doing  acted 
within  his  rights,  and  in  such  case  can  the 
Declarer  subsequently  call  the  card  in  ques- 
tion ? 

(  484  ) 


0  T'he  'Decisions  <^ 


Decision 

Law  68  (ad)  provides :  "  Any  card  dropped 
with  its  face  upward  on  the  table,  even  though 
snatched  up  so  quickly  that  it  cannot  be  named," 
is  an  exposed  card. 

Law  60  accurately  prescribes  the  privileges 
of  the  Dummy.  Six  acts  are  specified  therein 
which  he  may  do.  But  he  may  have  certain  other 
privileges :  for  example,  he  can  ask  his  partner 
to  hold  up  his  hand  in  order  to  prevent  an  ad- 
versary from  looking  at  it,  and  we  believe  that 
he  should  also  have  the  right  to  see  that  the 
laws  of  the  game  are  enforced. 

An  adversary,  who  has  once  dropped  a  card 
face  up,  has  no  right  to  take  it  back  in  his  hand; 
Dummy  may,  therefore,  demand  that  it  remain 
on  the  table.  We  regret  that  we  cannot  go  fur- 
ther and  decide  that  such  card  is  subject  to  call 
by  the  Declarer.  Law  60,  however,  provides  : 
"  Should  the  Dummy  call  attention  to  any  other 
incident  of  the  play  in  consequence  of  which  any 
penalty  might  have  been  exacted,  the  Declarer 
is  precluded  from  exacting  such  penalty."  This 
(  485  ) 


4^  Auction  De'velopments  ^ 

covers  the  case  in  question,  and  with  the  laws 
as  they  at  present  read,  we  are  obliged  to  decide 
that  the  dropping  of  a  card  on  the  table  is  "an 
incident  of  play  "  in  connection  with  which  a 
penalty  may  be  exacted,  and  that  should  the 
Dummy  call  attention  to  it  the  Declarer  is  pre- 
cluded from  calling  the  card. 

N^ote  to  Decision  I J 

Law  60  now  gives  the  Dummy,  "if  he  have 
not  intentionally  looked  at  any  card  in  the  hand 
of  a  player,"  the  right  "to  call  the  attention  of 
the  Declarer  to  a  card  exposed  by  an  adversary." 

The  ruling  in  Case  17  is  still  in  force,  if  the 
Dummy  have  intentionally  looked  at  any  un- 
played  card  not  in  his  own  hand. 


Case   18 

The  Declarer  wins  the  declaration  with  a  bid 
of  two  Diamonds.  A  is  the  adversary  to  his  left 
(the  proper  leader) ;  B  is  the  adversary  to  his 
right. 

B  leads  a  Spade.  The  Declarer  says,  "  Wrong 
(  486  ) 


0  T^he  Decisions  ^ 

hand  —  lead  a  Trump."  B  leads  a  Trump.  The 
Declarer  claims  this  to  be  an  exposed  card.  A 
leads  a  Spade,  claiming  that  under  Law  66  the 
Declarer  has  no  right  to  call  a  lead,  and  that  by 
demanding  the  wrong  penalty  he  has  forfeited 
his  right  to  any ;  so  that  A  can  lead  whatever  he 
wishes,  even  the  suit  exposed  by  his  partner. 
Query  :  What  are  the  rights  of  the  parties } 

Decision 

Law  66  provides :  "If,  after  the  final  declar- 
ation has  been  made  and  i^efore  a  card  is  led^  the 
partner  of  the  leader  to  the  first  trick  expose  a 
card,  the  Declarer  may,  in  addition  to  calling 
this  card,  prohibit  the  lead  of  the  suit  of  the  ex- 
posed card  ;  should  the  rightful  leader  expose  a 
card  it  is  subject  to  call." 

Law  76  provides:  "If  either  of  the  De- 
clarer's adversaries  lead  out  of  turn,  the  Declarer 
may  either  treat  the  card  so  led  as  an  exposed  card 
or  may  call  a  suit  as  soon  as  it  is  the  turn  of 
either  adversary  to  lead." 

These  laws  do  not  in  any  way  conflict.  Law 
66  refers  to  a  card  exposed  before  a  card  is  led, 
(  487  ) 


<:^  Auction  Developments  7 

not  to  a  lead ;  Law  76,  to  a  lead  out  of  turn  to 
the  first  trick  or  any  other. 

This  is  plainly  evident  from  the  wording  of 
66,  which  expressly  provides  that  it  applies  only 
up  to  the  time  a  card  is  led,  and  also  from  the 
wording  of  76,  which,  to  sustain  any  other  con- 
tention, would  have  to  provide  that  it  did  not 
apply  to  the  first  trick. 

Whether  a  card  be  led  or  dropped  is  a  ques- 
tion of  fact,  and  in  the  case  cited  the  former  is 
given  as  the  happening. 

It  seems  clear,  therefore,  that  Law  76  gov- 
erns this  case,  as  the  moment  the  lead  was  made, 
Law  G6  ceased  to  be  in  force. 

The  Declarer,  in  making  his  call  of  a  Trump 
from  the  proper  leader,  was  clearly  within  his 
rights.  If  the  leader  have  a  Trump  and  fail  to 
lead  it,  he  is  liable  for  a  revoke.  If  he  correct 
his  lead,  the  Spade  he  has  attempted  to  lead  is 
an  exposed  card ;  the  Trump  which  B  has  at- 
tempted to  lead  is  also  exposed  ;  the  Spade  which 
B  led  originally  cannot  be  called. 

As  the  Declarer  did  not  claim  a  wrong  pen- 
alty, it  is  not  necessary  to  consider  that  part 
(  488  ) 


0  The  Decisions  <?> 

of  the  case  further  than  to  say  that  the  law 
referred  to  by  A  has  been  eliminated  from  the 
code. 

Note  to  Decision  i8 

Law  66  now  allows  a  suit  to  be  called.  This 
change,  made  for  the  purpose  of  avoiding  con- 
fusion, does  not  in  any  way  affect  the  above 
decision. 


Case  19 

A  suit,  of  which  a  player  has  but  one  card,  is 
led  twice.  He  renounces  both  times.  Is  he  pe- 
nalized once  or  twice  ?  The  point  is,  having  but 
one  card  he  could  have  followed  only  once,  and, 
therefore,  should  be  held  for  only  one  offense. 

Decision 

Law  83  provides  :  "  A  revoke  occurs  when  a 
player  other  than  Dummy,  holding  one  or 
more  cards  of  the  suit  led,  plays  a  card  of  a 
different  suit." 

Whether  the  player  hold  one  or  more  cards 
of  the  suit  in  which  he  renounces  does  not  in 
(  489  ) 


4^  Auction  Developments  7 

any  way  affect  the  situation.  Every  time  the  suit 
is  led  and  he,  holding  a  card  of  it,  fails  to  follow, 
he  is  chargeable  with  a  revoke. 


Case  20 

North  bids  3  Royals 
East  4  Clubs 

South  No 

West  No 

North  again  bids  3  Royals.  East  objects, 
saying,  "You  must  bid  4  Royals,  as  you  bid  3 
before.  Any  offence  I  may  have  committed  has 
been  overlooked  and  condoned  by  you  and 
your  partner." 

Query:  What  can  North  bid? 

Decision 

Law  45  provides  that  a  player  in  his  turn 
may  overbid  the  previous  declaration  any  num- 
ber of  times. 

Law  50  provides  that  if  a  player  make  an 
insufficient  declaration,  it  shall  stand  unless  a 
penalty  be  demanded. 

(  490  ) 


0  The  Decisions 


In  the  case  cited,  4  Clubs  stood  and  could  be 
overcalled  with  3  Royals. 

Note  to  Decision  20 

A  footnote  to  50  c,  a  new  law,  specifies  that 
in  such  case  the  bid  may  be  repeated. 


Case  21 

Before  the  Dealer  declares,  the  Second  Hand 
bids  one  Spade.  The  Dealer  states  that  he 
dealt,  and  that  he  does  not  desire  a  new  deal; 
he  then  bids  one  No  Trump.  The  Second 
Hand  thereupon  demands  a  new  deal.  The 
Dealer  claims  that  he  cannot  be  deprived  of  his 
right  to  the  first  declaration. 

Decision 

Law  49  provides:  "If  a  player  make  a  de- 
claration out  of  turn,  either  adversary  may  de- 
mand a  new  deal  or  may  allow  the  declaration 
so  made  to  stand,  in  which  case  the  bidding 
shall  continue  as  if  the  declaration  had  been  in 
order." 

(  491  ) 


(^  Auction  'Developments  S? 

If  either  adversary  pass  or  bid,  such  action 
is  equivalent  to  accepting  the  declaration  out 
of  turn  and  allowing  it  to  stand.  In  the  case 
under  consideration  the  bid  made  out  of  turn 
by  the  Second  Hand,  having  been  allowed  to 
stand,  it  was  the  turn  of  the  Third  Hand  to 
declare,  and  the  Dealer,  in  so  doing,  declared 
out  of  turn  and  became  subject  to  the  penalty 
provided  in  Law  49. 


Case  11 


The  Dealer  bid  one  Spade.  Before  either  the 
Second  or  Third  Hand  had  the  opportunity  to 
declare,  the  Fourth  Hand  called  one  No  Trump. 
The  Second  Hand,  almost  simultaneously  with 
the  declaration  of  the  Fourth  Hand,  but  slightly 
subsequent  thereto,  said,  "I  pass.'.'  (It  is  ad- 
mitted that  the  Second  Hand  in  passing  in- 
tended to  pass  the  bid  of  one  Spade  in  the  reg- 
ular order  on  the  first  round  of  bidding,  and 
that  as  his  call  came  after  the  No  Trump  he 
really  passed  that  declaration.)  The  Dealer  then 
asked  his  partner,  "Shall  we  have  a  new  deal?" 
(  492  ) 


0  T^he  Decisions  <?) 

The  Third  Hand  replied,  "No.   I  bid  three 
Hearts." 

The  Second  Hand  claimed  a  new  deal  under 
Law  49. 

Decision 

In  this  case  the  players  seem  to  have  been 
inoculated  with  the  bid-out-of-turn  germ,  and, 
consequently,  have  got  themselves  into  a  most 
complicated  tangle.  In  attempting  to  unravel  it, 
two  principles  must  be  remembered:  First, 
when  a  declaration  out  of  turn  occurs,  the  ad- 
versaries may  either  demand  a  new  deal  or  ac- 
cept such  declaration.  In  the  latter  event,  the 
player  to  the  left  of  the  out-of-turn  Declarer  is 
the  next  bidder.  (See  Case  21.)  Second,  when 
a  pass  out  of  turn  is  made,  the  opponents  are 
not  entitled  to  any  penalty,  and  no  new  bid  hav- 
ing been  accepted,  the  player  whose  rightful 
turn  it  is  to  bid  is  not  deprived  of  that  privilege. 
(See  Case  13.) 

To  hold  that  a  pass  out  of  turn  (which  does 
not  have  to  be  accepted  by  the  adversaries  and 
which  cannot  be  penalized)  prevents  a  player 
(  493  ) 


(^  Auction  Developments  S? 

from  declaring  in  his  rightful  turn,  would  be  a 
grave  injustice  and  contrary  to  all  precedent. 

In  the  case  under  consideration,  the  Fourth 
Hand  bids  out  of  turn.  Next,  the  Second  Hand 
passes  out  of  turn,  but  this  does  not  affect  the 
situation.  The  Third  Hand  then  elects  that  the 
bid  of  the  Fourth  Hand  shall  stand.  This 
makes  it  the  turn  of  the  Dealer  to  declare,  but 
the  Third  Hand,  evidently  under  the  impres- 
sion that  the  pass  out  of  turn  deprived  the 
Dealer  of  his  right  to  bid,  calls  "Three  Hearts." 

This  declaration  of  the  Third  Hand  is  clearly 

out  of  turn,  and  consequently  may  be  penalized 

by  a  demand  for  a  new  deal,  as  provided  in 

Law  49. 

Note  to  Decision  22 

See  note  to  Decision  13. 


Case  23 

If  a  player  deal  out  of  turn  with  the  cards  with 
which  his  adversary  should  have  dealt,  or  if  he 
deal  in  turn  with  the  wrong  pack,  and  the  mistake 
be  not  corrected  before  the  last  card  is  dealt  so 
(  494  ) 


0  The  Decisions 


that  the  deal  stands,  does  the  next  Dealer  take 
the  cards  assigned  to  his  partnership  at  the  be- 
ginning of  the  rubber  or  does  the  substitution 
made  by  mistake  continue? 

Decision 

Law  40  provides  that  in  the  case  cited  the 
deal  must  stand  and  ''''  the  game  proceed  as  if  the 
.deal  had  been  correct T  During  the  entire  period 
of  the  deal  any  player  has  the  right  to  demand 
a  correction.  If  he  fail  so  to  demand,  a  propor- 
tionate part  of  the  blame  for  the  mistake  must 
rest  upon  his  shoulders.  The  mistake  having 
been  made  correct  by  the  acquiescence  of  all 
players,  under  the  terms  of  Law  40,  the  play 
necessarily  continues  just  as  if  the  deal  had  been 
correct  in  every  respect.  In  other  words,  after 
the  last  card  is  dealt  it  is  too  late  to  raise  any 
question  as  to  whether  the  proper  party  dealt 
or  with  the  right  cards;  the  acquiescence  of  all 
at  the  table  during  the  entire  deal  precludes  any 
subsequent  contention.  It  therefore  becomes 
evident  that  the  player  to  the  left  of  the  Dealer 
must  deal  next  with  the  other  cards. 
(  495  ) 


^  Auction  Developments  S? 

Note  to  Decision  2J 

Law  38  now  provides:  "When  the  deal  has 
been  with  the  wrong  cards,  the  next  Dealer  may 
deal  with  which  ever  pack  he  prefers."  This  new 
legislation  was  adopted  because  many  players 
objected  to  the  ruling  of  the  above  decision, 
complaining  that  "it  permitted  their  cards  to  be 
stolen."  Of  course  the  "  stealing  "  cannot  occur, 
if  the  superstitious  player  who  values  the  re- 
tention of  his  "lucky"  cards  keeps  his  atten- 
tion on  the  game.  Under  the  old  code  the  deci- 
sion was  manifestly  sound. 

The  new  provision  completely  alters  the  sit- 
uation, and  gives  the  next  Dealer  the  choice. 
He  may  deal  either  with  his  original  cards  or 
with  the  pack  his  opponent  has  not  used. 


Case  24 

A  table  composed  of  six  players  concludes  a 

rubber.  A  player  who  has  played  only  one  rub- 

berannounces  that  he  intends  to  leave.  A  player 

who  had  not  previously  played  at  any  table  then 

(  496  ) 


0  The  Decisions 


demands  admittance,  and  his  right  of  entry  is 
questioned  by  those  making  up  the  table. 
Has  he  such  right? 

Decision 

Law  1 9  provides  that  six  players  constitute  a 
complete  table.  At  the  conclusion  of  the  rub- 
ber the  two  players  belonging  to  the  table  have 
the  right  to  enter.  Not  more  than  two  are 
obliged  to  retire.  The  withdrawing  player  goes 
out  voluntarily,  instead  of  one  of  the  players 
whose  turn  it  is  to  do  so.  He  cannot  appoint 
an  outsider  as  his  substitute  for  the  rubber  about 
to  start,  as  Law  26  plainly  prohibits  such  action. 
The  new  player  has  his  rights  prescribed  by  Law 
20,  and  may  enter  at  the  commencement  of  the 
succeeding  rubber. 

Note  to  Decision  2/j. 
The  law  referred  to  as  19  is  now  number  18. 


Case  25 
The  Declarer  makes  a  "Grand   Slam,"  and 
during  the  play  of  the  deal,  one  of  his  adversa- 

(  497  ) 


<i>  Auction  Developments  S? 

ries  revokes.   If  the  Declarer  claim  a  penalty  of 
150  points  for  such  revoke,  is  he  entitled  to  it? 

Decision 

Law  84  provides  that  "the  penalty  for  each 
established  revoke  is  150  points."  It  is  self-evi- 
dent that  in  this  case  the  revoke  did  not  benefit 
its  maker,  but  that  is  not  a  factor  in  determin- 
ing the  question.  If  the  laws  made  any  such 
distinction,  endless  and  complicated  contention 
would  follow  every  revoke.  A  revoke  is  the 
same  careless,  annoying,  and  culpable  act  whether 
it  occur  on  the  first  trick  or  the  twelfth,  and 
whether  it  gain  or  lose. 

As  the  damage  that  may  be  wrought  by  a  re- 
voke varies  greatly,  a  fixed  penalty  cannot  be 
accurately  compensatory  in  each  case;  it  is  merely 
intended  to  be  a  punishment  which  as  nearly  as 
possible  fits  an  accidental  offense.  For  the  player, 
if  any  such  there  be,  who  revokes  intentionally, 
ostracism  is  the  only  proper  treatment. 

The  main  point  raised  in  this  case  is  that  the 
law  confers  on  the  Declarer  the  choice  of  either 
taking  three  tricks  from  his  adversaries  or  add- 
(  498  ) 


0  The  Decisions  <S> 

ing  150  points  to  his  own  score;  that  this  is  an 
option,  and  an  option  is  operative  only  when  a 
choice  is  possible.  Our  attention  is  called  to  the 
variousdefinitionsof  option, namely,"  Theright 
of  choice '' ;  "  Freedom  to  choose  between  two 
or  more";  "The  opportunity  of  selecting  an 
alternative";  and  the  argument  is  submitted  that, 
inasmuch  as  three  tricks  could  not  be  taken,  the 
option  failed,  and  therefore  no  penalty  could  be 
allowed. 

This  argument,  while  ingenious,  is  not  im- 
pressive. 

The  law  provides  that  the  Declarer  may  se- 
lect either  of  two  penalties;  in  otherwords,which- 
ever  he  deems  the  more  severe  for  his  adversa- 
ries and  beneficial  for  himself. 

The  framers  of  the  code  evidently  had  in  mind 
that  for  this  grave  offense  the  allowance  of  but 
one  penalty  might  be  inadequate.  It  is  absurd 
to  contend  that  in  a  case  in  which  the  injured 
party  cannot  claim  the  full  extent  of  his  penalty, 
as  his  adversaries  are  without  three  tricks,  he 
must  ipso  facto  be  deprived  of  all  his  rights. 

The  offence  is  the  same  whether  the  Declarer 
(  499  ) 


4i  Auction  Developments  V 

win  lo  tricks,  or  ii,  yet  if  any  such  construc- 
tion be  allowed,  the  Declarer  could  score  150 
points  penalty  if  he  win  10  tricks,  but  if  he  cap- 
ture 1 1  he  would  be  deprived  of  that  privilege. 
To  force  a  player  to  lose  a  trick  or  tricks  in  order 
to  obtain  a  penalty  is  manifestly  a  ridiculous  pro- 
position, and  there  is  nothing  in  the  laws  to  jus- 
tify such  an  interpretation. 

We  decide  that   the  Declarer  may  score  150 
penalty  plus  the  Grand  Slam. 


Case  16 

A  rubber  is  completed  and  the  cut  for  the 
next  rubber  made.  At  the  time  of  the  cut,  the 
players  are  sitting  are  follows  :  A,  north;  Y,  east; 
B,  south ;  and  Z,  west. 

A  cuts  the  lowest  card  and  Y  becomes  his 
partner.  A  elects  to  retain  his  seat,  which  ne- 
cessitates a  change  of  seats  by  Y  and  B. 

A  presents  the  cards  to  Z  to  cut,  and  after 
the  cutting,  deals  properly.  A  and  Z  retain  their 
seats,  but  Y  and  B  do  not  immediately  take 
their  new  places. 

(  500  ) 


0  T^he  Decisions  ♦ 

A  examines  his  hand  and  requests  that  the 
game  be  resumed,  saying  that  he  is  in  a  hurry 
and  that  he  declares  one  No  Trump.  B,  forget- 
ting that  the  cut  has  changed  the  partnership, 
comes  to  the  table,  picks  up  and  examines  the 
south  hand. 

Z,  who  has  not  looked  at  his  cards,  demands 
a  new  deal. 

A  objects,  stating  that  neither  he  nor  his  part- 
ner has  been  at  fault,  and  that  the  error  of  an 
adversary  should  not  deprive  him  of  his  No 
Trumper  (he  has  four  Aces  and  three  Kings). 
He  offers  to  permit  B  to  play  with  the  hand  he 
has  examined,  transposing  the  east  and  south 
hands. 

B  declines  this  proposition.  What  should  be 

done  ? 

Decision 

This  case  is  not  covered  by  any  law,  and  must 
therefore  be  decided  as  equitably  as  possible. 

B  is  the  only  offender,  and  A  is  clearly  within 
his  rights  in  demanding  that  the  deal  stand.  Two 
hands  cannot  be  transposed  without  unanimous 
consent. 

(  501  ) 


4^  Auction  Developments  S? 

The  most  satisfactory  adjustment  would  be 
to  select  a  substitute  to  play  for  B.  If  no  sub- 
stitute be  available,  A  should  elect  whether, 
during  this  deal,  B  and  Y  each  play  the  hand 
belonging  to  the  other  (each  playing  against 
himself,  but,  of  course,  being  in  honor  bound 
to  do  his  best),  or  whether  B  play  his  own  hand, 
in  honor  bound  not  to  allow  the  information  he 
has  received  to  affect  either  his  declaration  or 

play.  

Case  27 

Hearts  trump.  During  the  play  of  the  first 
four  tricks,  two  rounds  of  trumps  are  led.  At 
the  conclusion  of  the  fifth  trick,  an  opponent 
of  the  Declarer,  who  has  gathered  the  tricks  for 
his  side  and  who  has  refused  trumps,  places  his 
cards  face  downward  on  the  table  while  he  lights 
a  cigarette.  In  picking  up  his  cards,  he  inad- 
vertently gathers  with  them  the'five  of  Hearts, 
which  had  been  played  on  a  previous  trick. 
When  trumps  are  again  led,  he  exclaims,  "  I 
must  have  revoked,"  and  plays  the  five  of 
Hearts.  The  error  is  unnoticed  until  the  con- 
(  502  ) 


0  The  Decisions  <S> 

elusion  of  play,  when  the  player  in  question  is 
found  to  have  an  extra  card  and  the  facts  as 
above  stated  are  ascertained. 

What  is  the  penalty  for  this  offense  ? 

Decision 

There  was  no  revoke,  but  the  player  in  ques- 
tion technically  omitted  playing  to  the  trick  on 
which  he  played  the  five  of  Hearts,  that  not 
being  a  card  belonging  to  him. 

Law  8 1  governs,  and  a  new  deal  may  be 
demanded. 


Case  28 
The  Dealer  who  begins  a  rubber  obtains  the 
declaration  with  one  Royal.  At  the  end  of  the 
play,  his  opponents  have  wonj:hree  tricks,  and 
the  Declarer,  without  counting  his  own  tricks, 
claims  "  Four  by  cards,"  to  which  his  oppon- 
ents agree.  The  game  is  scored  and  the  pack 
cut  for  the  next  deal.  During  the  progress  of  this 
deal  four  cards  belonging  to  the  first  pack  are  dis- 
covered in  the  second  pack,  and  all  the  players 
(  503  ) 


4^  Auction  Developments  7 

agree  that  the  first  deal  was  played  with  forty- 
eight  cards  and  that  the  Declarer  won  nine  tricks, 
his  opponent  three.  What  should  be  done  ? 

Decision 

As  the  pack  was  not  proven  incorrect  during 
the  play,  the  deal  cannot  be  declared  void  (see 
Law  39  and  Decision  of  Case  3),  but  as  the 
mistake  in  the  score  was  discovered  before  a 
declaration  in  the  next  game,  the  error  may  be 
corrected.   (See  Law  13.) 

The  Declarer  should  score  the  tricks  he  act- 
ually won,  namely,  three  Royals,  27. 

Note  to  Decision  28 

Law  39  now  allows  a  deal  to  be  declared  void 
if  the  pack  be  proven  imperfect  before  the  cut 
for  the  following  deal  (see  note  to  Decision  3), 
but  with  this  state  of  facts  the  above  ruling  still 
holds,  as  the  cut  had  taken  place. 


Case  29 

A  Dealer  bids  one  spade,  the  Second   Hand 
doubles,  the  Third  Hand,  Fourth  Hand,  and 

(  504  ) 


0  The  Decisions  <Si> 

Dealer  pass.  The  Second  Hand  then  bids  one 
No  Trump.  His  right  to  declare  being  ques- 
tioned, he  cites  Law  55,  which  provides  that, 
"  When  a  declaration  has  been  doubled  or  re- 
doubled, any  player,  including  the  Declarer  or 
his  partner,  can  in  proper  turn  make  a  further 
declaration  of  higher  value";  and  also  points 
out  the  provision  of  Law  45,  that  "  A  player 
cannot  overbid  his  own  declaration  which  has 
been  passed  by  the  other  three."  He  contends 
that  the  laws  expressly  permit  a  player  to  over- 
bid his  own  double.  Has  a  player  who  doubles 
that  privilege.'' 

Decision 

The  word  "  Declarer,"  in  Law  ^^,  refers  to 
the  player  whose  declaration  has  been  doubled, 
not  to  the  doubler. 

The  provision  in  Law  45  that  a  player  can- 
not overbid  his  own  declaration,  passed  by  the 
other  three,  covers  the  case,  as  a  double  is  a 
declaration.  When  a  double  is  passed  by  the 
other  three  players,  it  becomes  final. 

(  505  ) 


♦  Auction  Developments  7 

Note  to  Decision  zg 

Law  c^c^  now  clearly  limits  the  right  to  over- 
bFd  a  double  to  the  "  three  succeeding  players." 
Law  57  provides  that  "  A  double  or  redouble 
is  a  declaration." 


Case  30 

A,  B,  C,  D,  and  E  enter  the  card-room  si- 
multaneously, and  draw  cards  for  position  at 
the  table  in  the  order  of  their  letters,  A  cutting 
the  lowest  and  E  the  highest  card.  A,  B,  C, 
and  D,  therefore,  start  the  first  rubber.  Before 
its  completion,  F  joins  the  table. 

The  second  rubber  starts  with  A,  B,  E,  and 
F  as  the  players.  When  this  rubber  is  finished, 
the  third  rubber  starts  with  C,  D,  E,  and  F. 
When  the  third  rubber  is  finished,  it  is  found 
that  A  has  abandoned  his  seat,  so  there  is  only 
one  player  (B)  to  come  in. 

F,  having  played  the  same  number  of  rubbers 
as  E,  offers  to  cut  with  E  to  see  who  shall  go 
out.  E  declines  to  cut,  claiming  that  he  was 
(  506  ) 


0  The  Decisions  ♦ 

first  in  the  room,  that  he  cut  for  the  first  rub- 
ber and  sat  out  nearly  the  whole  rubber  before 
F  joined  the  party,  and  that  he  is,  therefore, 
entitled  to  the  seat  without  cutting. 
Who  is  right,  E  or  F  ? 

Decision 

Law  17  provides  that  "the  prior  right  of 
playing  is  with  those  first  in  the  room."  Law 
21  provides,  "  If,  at  the  end  of  a  rubber,  ad- 
mission be  claimed  by  one  or  two  candidates, 
the  player  or  players  who  have  played  the 
greatest  number  of  consecutive  rubbers  with- 
draw, but  when  all  have  played  the  same  num- 
ber, they  cut  to  decide  upon  the  outgoers." 

Law  17  evidently  applies  to  the  start  of  the 
first  rubber;  Law  21  to  later  rubbers.  As  the 
laws  must  be  strictly  construed,  we  hold  that 
in  the  case  cited,  E  and  F  must  cut,  if  F  in- 
sist upon  the  letter  of  the  Law. 

We  think,  however,  that,  by  consent,  the  in- 
tent of  Law  17  should  be  read  into  Law  ai, 
and  that  the  etiquette  of  Auction  fellowship 
should  induce  F  to  withdraw  voluntarily.  With- 
(  507  ) 


(i>  Auction  Developments  7 

out  seriously  complicating  the  laws,  it  is  im- 
possible to  cover  all  contingencies,  but  when 
the  intent  is  apparent,  a  better  feeling  is  estab- 
lished if  players  observe  it  instead  of  insisting 
upon  their  legal  rights. 


Case  31 

East  bids  out  of  turn.  North  says,  "Partner, 
I  am  willing  to  play  the  hand,  if  you  are."  East 
does  not  wait  for  South  to  reply,  but  says  to 
North,  "You  say  you,  are  willing  to  play  the 
hand  and  that  ends  the  discussion.  Having 
made  your  decision,  you  must  abide  by  it." 
North  says,  "  Not  at  all,  I  was  merely  con- 
sulting with  my  partner,  and  you  must  give 
us  reasonable  time  to  decide  what  we  want 
to  do." 

Who  is  right.  North  or  East? 

Decision 

North  has  the  right  to  consult  with  his  part- 
ner, and  his  words  constitute  a  question  not  a 
decision. 

(  508  ) 


0  The  Decisions  ii> 

North  and  South  have  the  right  to  demand 
a  new  deal. 

Note  to  Decision  ji 

Law  50f  now  accurately  determines  the  Ex- 
tent of  consultation  permitted. 


PART    IX 


PART  IX 

FOR  THE  BEGINNER 

A  RUDIMENTARY  DESCRIPTION  OF  THE 
GAME  OF  AUCTION 

Aucnosr  is  a  partnership  game  in  which  four 
players  participate.  It  is  played  with  a  pack  of 
fifty-two  cards,  thirteen  in  each  of  four  suits, 
namely  Spades,  Clubs,  Diamonds,  and  Hearts. 
The  cards  rank  as  follows,  banning  with  the 
highest:  Ace,  King,  Queen,  Knave,  Ten,  Nine, 
and  so  on  down  to  the  Two,  or  Deuce,  as  it  is  gen- 
erally called.  Each  card  wins  in  the  play  over 
all  of  the  same  suit  below  it  in  value.  If  there  be 
a  trump,  the  three  other  suits  are  called  side  or 
plain  suits,  and  any  trump  beats  any  card  of  any 
other  suit.  If  No  Trump  be  declared,  no  suit 
has  any  advantage  over  any  other. 

Partners  are  determined  by  cutting.  For  this 
purpose  the  cards  are  spread  face  downward  on 
the  table,  each  player  drawing  one.  The  player 

(  513  ) 


4^  Auction  Developments  S? 

who  draws  the  lowest  card  deals  first;  his  part- 
ner is  the  player  who  draws  the  next  lowest.  In 
cutting,  the  Ace  is  low;  if  two  or  more  players 
cut  cards  of  the  same  denomination,  a  Heart  is 
low;  next  a  Diamond  ;  then  a  Club;  a  Spade  is 
the  highest.  The  first  Dealer  has  the  choice  of 
seats;  his  partner  sits  opposite  to  him.  For  the 
convenience  of  the  players  and  to  expedite  the 
game,  it  is  customary  to  use  two  packs.  The 
first  Dealer  takes  the  pack  he  prefers.  While 
one  pack  is  being  dealt,  the  Dealer's  partner 
shufRes  the  other  and  places  it  at  his  right, 
which  is,  of  course,  at  the  left  of  his  right-hand 
opponent,  who  is  the  next  Dealer. 

The  cards  are  cut  by  the  Dealer's  right-hand 
opponent  and  dealt  one  at  a  time  into  four 
packets  ( generally  called  hands  )  of  thirteen 
cards  each;  the  first  card  goes  to  the  Dealer's 
left-hand  opponent,  the  second  to  the  Dealer's 
partner,  and  so  on  around  the  table. 

The  first  part  of  the  game  is  the  Bidding.  It 
is  often  and  perhaps  more  properly  called  the 
Declaration.  Each  player  in  turn  has  the  right 
to  bid  for  the  privilege  of  selecting  the  trump 

(  514  ) 


0  For  the  Beginner  <?> 

suit  or  deciding  that  the  deal  be  played  with- 
out a  trump.  The  highest  bidder  gets  the 
privilege. 

The  second  part  of  the  game  is  the  Play. 
After  the  trump  has  been  chosen,  the  cards  are 
played  in  tricks  of  four  cards  each,  one  from 
each  player.  Each  side  tries  to  win  as  many 
tricks  as  possible;  the  scoring  depends  upon 
the  trump  selected  and  the  number  of  tricks 
won  by  each  side. 

The  partners  who  choose  the  trump  or  elect 
to  play  without  a  trump,  if  successful,  score 
toward  game.  To  obtain  this  privilege,  a  player 
must  contract,  with  the  declaration  he  or  his 
partner  names,  to  take  at  least  a  given  num- 
ber of  odd  tricks,  that  is,  tricks  above  six; 
the  failure  to  perform  this  contract  is  heavily 
penalized. 

THE    DECLARATION 

The  Dealer  makes  the  first  bid  as  soon  as  he 

has  examined  his  hand.   He  must  declare,  with 

the  aid  of  his  partner's  hand,  to  take  at  least 

one  odd  trick  with  some  trump  which  he  then 

(  515  ) 


(i>  Auction  Development  S? 

announces,  or  without  a  trump.  For  example, 
if  he  bid  "One  Heart,"  it  means,  "With  Hearts 
the  trump,  I  offer  to  contract  that  my  partner's 
hand  and  mine  will  take  at  least  one  odd  trick" 
(a  total  of  seven  tricks). 

The  odd  tricks  which  the  bidder  is  willing 

to  contract  to  take  have  an  arbitrary  unit  value, 

depending  upon  the  declaration  he  selects.  The 

value  of  each  odd  trick  is  as  follows:  — 

If  the  declaration  be  Spades,  2 

"    "  "  "   Clubs,  6 

"     "  "  "   Diamonds,         7 

"      '  "  "   Hearts,  8 

"    "  "  "    Royal  Spades,    9 

"    "  "  "   No  Trumps,    10 

Royal  Spades  or  Royals,  as  they  are  generally 
called,  are  the  same  as  Spades,  with  a  different 
name  and  greater  value.  If  a  player  declare 
Royals,  and  no  one  overbid.  Spades  are  trumps 
with  a  unit  value  of  9  ;  if  he  declare  Spades,  and 
no  one  overbid,  Spades  are  trumps  with  a  unit 
value  of  only  2. 

The  competitive  value  of  a  bid  is  equal  to 
the  unit  value  of  the  declaration  as  above  given, 
multiplied  by  the  number  of  odd  tricks  named. 
(  516  ) 


0  For  the  Beginner  ♦ 

For  example,  a  bid  of  two  Hearts  has  a  compe- 
titive value  of  2  X  8,  or  i6. 

In  beginning  the  bidding  the  Dealer  is  not 
allowed  to  pass.  If  he  have  no  bid  that  he 
wishes  to  make,  he  should  declare  one  Spade, 
the  lowest  possible  declaration.  If  he  fail  to 
fulfill  a  one  Spade  contract,  the  penalty  is 
limited  to  lOO.'  While  he  is  not  required  to 
bid  more  than  one,  he  may  make  his  first  bid 
as  many  as  he  thinks  proper. 

The  Dealer's  left-hand  opponent  makes  the 
second  bid,  and  the  bidding  proceeds  around 
the  table.  After  the  Dealer's  first  bid,  each 
player  has  three  options  :  — 

(i)  He  may  pass,  that  is,  make  no  bid; 
(2)  He  may  double  the  last  declaration,  if 
made  by  an  opponent.  If  the  last  bid  be 
a  double  by  an  opponent,  he  may  re- 
double, but  a  redouble  cannot  be  re- 
doubled. Doubling  and  redoubling  do 
not  change  the  competitive  value  of  the 
declaration  ;  their  effect  on  the  score  is 
explained  below; 

1  Unless  the  declararion  be  redoubled. 
(   517   ) 


4i  Auction  Developments-  7 

(3)  He  may  overbid  the  last  declaration. 

This  he  may  do  in  two  ways,  by  mak- 
ing a  bid  whose   competitive    value   ex- 
ceeds  that    of  its   predecessor ;    for   ex- 
ample, two   Royals  (value  18)  over  two 
Hearts  (value  16);  or  by  making  a  bid 
of  the  same  competitive  value  which  re- 
quires a  greater  number  of  odd  tricks;  for 
example,  three  Clubs  (value  18)  over  two 
Royals  (value  18).   He  may  name  an  en- 
tirely  new  declaration,  or  bid  a  greater 
number  of  tricks  in  a  declaration  already 
named  by  his  partner  or  by  an  opponent. 
If  a  bid  be  made  which  is  not  higher  than  its 
predecessor,  the  maker  must  increase  the  num- 
ber of  tricks  of  his  declaration  to  the  amount 
he  should  have  named,  unless  his  left-hand  op- 
ponent bid,  double,  or  pass  before  attention  is 
called  to  the  insufficient  bid.  If  an  opponent  cor- 
rect the  mistake  in  time,  the  partner  of  the  player 
making  the  under  bid  is  debarred  from  further  bid- 
ding unless  one  of  the  opponents  bid  or  double. 

Each  player  in  his  turn  may  bid  any  number 
of  times,  and  the    declaration  continues    open 
(  518  ) 


0  For  the  Beginner  ♦ 

until  three  players  pass  in  succession.  The 
player  making  the  final  bid,  not  a  pass  or  a 
double,  becomes  the  Declarer,  unless  the  suit 
or  No  Trump  finally  declared  was  bid  by  his 
partner  before  it  was  called  by  the  final  bidder, 
in  which  case  the  partner  becomes  the  Declarer. 
The  deal  is  then  played  with  the  winning  de- 
claration as  trump.  The  bid  that  is  played  is 
called  the  contract  or  the  final  declaration. 

THE    PLAY 

The  player  at  the  Declarer's  left  is  called  the 
Eldest  Hand.  He  is  the  first  leader;  that  is, 
plays  the  first  card  of  the  first  trick.  As  soon  as 
the  Eldest  Hand  leads,  the  Declarer's  partner 
spreads  his  hand  face  upward  on  the  table  and 
becomes  the  Dummy  ;  the  other  hands  are  held 
up.  The  Declarer  plays  both  the  Dummy  hand 
and  his  own.  The  Dummy  takes  no  further  part 
in  the  game  except  that  he  has  the  right  to  see 
that  certain  Laws  are  enforced.  (See  Law  60.) 
It  should  be  noted  that  three  of  his  most  im- 
portant privileges  are  forfeited  if  he  look  at 
any  card  in  the  hand  of  another  player. 
(  519  ) 


<i>  Auction  Developments  S? 

The  second  card  is  played  by  the  Declarer 
from  the  Dummy,  and  so  on  around  the  table. 
When  each  of  the  four  players  has  played,  the 
first  trick  is  complete,  and  one  card  from  each 
player  constitutes  each  succeeding  trick.  A 
player  must  follow  suit  if  he  can,  that  is,  must 
play  a  card  of  the  suit  led  if  he  have  one  ;  if  he 
be  without  a  card  of  the  suit  led,  he  may  either 
trump  the  trick,  that  is,  play  a  card  of  the 
trump  suit,  if  there  be  a  trump  ;  or  discard,  that 
is,  play  a  card  of  some  suit  not  trump.  A  trick 
is  won  by  the  hand  playing  the  highest  card  of 
the  suit  led,  except  when  the  trick  is  trumped, 
in  which  case  the  highest  trump  wins  the  trick. 

The  Declarer  gathers  all  tricks  won  by  his 
hand  and  by  the  Dummy,  and  places  them  face 
downward  in  front  of  him,  keeping  each  trick 
separate  so  that  they  may  be  easily  counted  or 
examined.  All  tricks  won  by  the  Declarer's  op- 
ponents are  gathered  by  one  of  them  and  kept 
together  in  the  same  way;  it  is  customary  for 
the  opponent  who  does  not  win  the  first  trick 
for  his  side  to  keep  the  tricks  for  his  partner- 
ship. The  winner  of  a  trick  leads  to  the  next, 
(  520  ) 


0  For  the  Beginner  <^ 

and  the  play  proceeds  until  thirteen  tricks  have 
been  played.  The  tricks  taken  by  each  part- 
nership are  then  counted  and  the  score  made 
up. 

THE  SCORING 

The  score  is  kept  on  a  sheet  on  which  each 
partnership  has  a  trick  score  and  an  honor  score. 
Every  score  is  a  partnership  score,  all  points 
made  by  the  Declarer  being  credited  to  his  part- 
nership. If  the  Declarer  make  his  contract,  that 
is,  win  at  least  as  many  odd  tricks  as  he  has  bid, 
he  scores  in  his  trick  score  the  unit  value  of  the 
declaration,  as  given  above,  multiplied  by  the 
number  of  odd  tricks  that  he  has  won  even  if 
he  win  more  than  he  has  bid.  For  example,  if 
he  bid  three  Hearts  and  win  four  odd  tricks 
(ten  in  all),  he  scores  4  X   8,  or  32. 

A  game  consists  of  30  points  or  more  scored 
in  the  trick  score  by  one  partnership.  The  30 
points  may  be  made  in  one  deal  or  may  be  the 
result  of  several  fulfilled  contracts.  When  a 
game  is  won,  a  line  is  drawn  under  the  score  in 
the  trick  score  of  both  sides  and  the  next  game 
is  started  at  zero,  or  love,  as  it  is  generally 
(  521  ) 


<^  Auction  Developments  S? 

called.  The  partners  who  first  win  two  games 
win  the  rubber,  and  250  is  added  to  their  score 
whether  their  opponents  have  scored  a  game  or 
not. 

If  the  Declarer  fail  to  fulfill  his  contract, 
neither  partnership  scores  anything  toward  a 
game ;  the  Declarer's  opponents  score  a  penalty 
of  50  in  their  honor  score  for  each  trick  by  which 
the  Declarer  has  failed.  For  example,  if  the 
Declarer  bid  three  Hearts  and  win  only  one 
odd  trick  (seven  in  all),  he  scores  nothing  in 
the  trick  score  and  his  opponents  score  2  X  50, 
or  100,  in  their  honor  score. 

If  the  final  declaration  be  doubled  by  one  of 
the  Declarer's  opponents,  the  penalty  value  is 
doubled  when  the  declaration  fails,  the  unit 
trick  score  is  doubled  when  it  succeeds.  If  the 
doubled  contract  be  defeated,  the  Declarer's  op- 
ponents score  100  for  each  trick  by  which  they 
defeat  it.  For  example,  if  the  declaration  be 
three  Hearts  doubled  and  the  Declarer  win  one 
odd  trick,  his  opponents  score  in  their  honor 
score  1  X  100,  or  200.  On  the  other  hand  if 
the  Declarer,  after  being  doubled,  make  his 
(  522  ) 


0  For  the  Beginner  ^ 

contract,  he  scores  in  his  trick  score  the  number 
of  odd  tricks  which  he  wins  multiplied  by  twice 
the  unit  value  of  the  declaration.  For  example, 
if  his  contract  be  three  Hearts  and  he  exactly 
fulfill  it,  that  is,  make  three  odd  (nine  in  all),  he 
scores  3  X  2  X  8,  or  48.  If  he  win  four  odd, 
he  scores  4  X  2  X  8,  or  64.  If  he  make  exactly 
his  contract  when  doubled,  he  also  scores  a 
bonus  of  50  in  his  honor  score,  and  if  he  make 
more  than  his  contract,  he  scores  an  additional 
50  in  his  honor  score  for  each  additional  trick. 
In  the  event  of  a  double,  either  the  player 
whose  bid  has  been  doubled  or  his  partner  may  re- 
double. When  a  redoubled  contract  is  not  made, 
the  opponents  score  lOO  for  each  trick  by  which 
they  defeat  it.  When  a  redoubled  contract  is 
fulfilled,  the  Declarer  scores,  in  his  honor  score, 
100  bonus  if  he  make  it  exactly,  and  an  addi- 
tional 100  for  each  extra  trick  that  he  wins  above 
his  contract.  He  also  scores  in  his  trick  score 
the  number  of  tricks  which  he  takes,  multiplied 
by  four  times  the  unit  value  of  the  declaration. 
For  example,  if  the  bid  be  three  Hearts,  doubled 
and  redoubled,  and  the  Declarer  make  four  odd, 
(  523  ) 


4^  Auction  Developments  7 

»  - 

he  scores  4  X  4  X   8,  or  128,  in  his  trick  score, 
and  a  bonus  of  200  in  his  honor  score. 

If  the  contract  be  one  Spade,  whether  doubJed 
or  not  the  Declarer  cannot  lose  in  penalties 
more  than  100,  unless  he  or  his  partner  redouble, 
in  which  case  his  loss  is  not  limited. 

THE    HONORS 

When  there  is  a  declared  trump,  the  Ace, 
King,  Queen,  Knave,  and  Ten  of  the  trump 
suit  are  the  honors ;  when  there  is  no  trump, 
the  Aces  are  the  honors.  The  honors  are  scored 
as  held,  that  is,  the  partners  to  whom  the  ma- 
jority of  the  honors  have  been  dealt  score  for 
their  honors  whether  they  win  them  in  tricks 
or  not. 

The  value  of  the  honors  is  as  follows :  — 

When  a  trump  is  declared 

3  honors  held  between  partners  equal  the  value  of  2  tricks 

t  <(  <C  ((  <(  <(  <<  (<  (t        »  (( 

r  (C  <<  ((  ((  ((  ((  ((  <<        f  (( 

4  "  in  I  hand  "       "       "      "    8      " 


4 

"  in  I  hand 

1  5  th  in  part- 
1  ner's  hand 

<( 

(( 

(( 

"    9 

5 

"  in  I  hand 

<( 

(< 

(C 

"  10 

( 524 ) 


0  For  the  Beginner 


When  No  Trump  is  declared 

3  Aces  held  between  partners  count     30 

4  «<       «<  "  <«  <<        40 
4     •♦       "  in  one  hand               '•        100 

When  the  Declarer  takes  twelve  tricks  (called 
Little  Slam),  he  scores  in  his  honor  score  20 
points.  When  he  takes  thirteen  tricks  (called 
Slam),  he  scores  in  his  honor  score  40  points. 


THE    REVOKE 

If  the  Declarer  revoke  from  his  own  hand, 
that  is,  fail  to  follow  suit  when  he  has  a  card 
of  the  suit  led,  he  scores  nothing  except  the 
honors  that  he  may  hold ;  his  opponents,  how- 
ever, score  as  a  penalty  for  the  revoke  100 
points  in  their  honor  score.  If  he  revoke  more 
than  once,  his  opponents  score  an  additional 
100  points  in  the  honor  score  for  each  revoke 
after  the  first.  There  is  no  penalty  for  a  revoke 
by  the  Dummy.  If  such  a  revoke  be  discovered 
before  the  trick  be  turned  and  quitted,  the  De- 
clarer must  withdraw  the  card  wrongfully  played 
and  play  from  the  Dummy  a  card  of  the  suit  led. 
(  525  ) 


<i>  Auction  Developments  S? 

If  one  or  both  of  the  Declarer's  opponents 
revoke,  the  Declarer,  as  a  penalty  for  the  first 
revoke,  may  either  score  lOO  points  in  his  honor 
score,  or  he  may  take  from  his  opponents  three 
tricks  and  add  them  to  his  own.  These  three 
tricks  may  enable  him  to  make  his  declaration, 
but  if  they  give  him  six  or  seven  odd,  he  does 
not  score  Little  or  Grand  Slam ;  and  if  his  dec- 
laration have  been  doubled  or  redoubled,  these 
tricks  do  not  give  him  any  bonus.  They,  how- 
ever, count  their  doubled  or  redoubled  value 
in  the  trick  score.  For  a  second  revoke  by  his 
opponents,  the  Declarer  scores  lOO  points  in 
his  honor  score. 

The  laws  providing  when  a  revoke  becomes 
established,  when  it  may  be  corrected,  and  the 
effect  of  correcting  it,  are  numbers  83,  85,  and 
86.1 

ANNOUNCING    THE    SCORE 

Whenever  he  is  asked  for  the  score  by  one 
of  the  other  players,  the  score-keeper  announces 
it.    If  the  request  be  made  before  the  comple- 
tion  of  the   bidding,   he  calls  the  score  from 
'  See  pages  41,  43. 
(   526   ) 


0  For  the  Beginner  * 

the  standpoint  of  the  side  that  has  the  deal  at 
the  time;  i.e.,  he  names  their  score  first.  If  the 
Dealer  have  lo,  his  opponents  24,  the  call 
would  be  10-24.  If  the  score  be  called  after 
the  final  declaration  is  accepted,  the  Declarer's 
score  is  named  first.  It  is  customary  in  call- 
ing the  score  to  announce  not  only  the  status 
of  the  game  then  being  played,  but  also  how  the 
games  stand.  Before  either  side  has  won  a  game, 
the  announcement  is  "  First  Game."  When  one 
game  has  been  completed,  the  side  who  won 
it  is  said  to  be  a  "game  in";  their  opponents,  a 
"gameout."  When  twogames  have  been  played, 
the  third  is  called  "  Rubber  Game."  If  one  side 
have  not  made  any  points  toward  the  current 
game,  their  score  on  that  game  is  said  to  be 
"  Love."  For  example,  suppose  the  score  be 
asked  during  the  bidding  of  a  deal  by  South, 
who  has  won  a  game  and  has  20  on  the  second, 
while  his  opponents  have  not  scored  toward 
the  second  game;  the  scorer  would  announce, 
"Twenty — love,  game  in";  had  the  first  game 
been  won  by  the  opponents  of  the  Dealer, 
it  would  be  "Twenty — love,  game  out." 

(  527  ) 


(^  Auction  Developments  S? 

THE    SCORE    OF    THE    RUBBER 

When  one  partnership  wins  two  games,  com- 
pleting the  rubber,  all  the  points  in  their  trick 
and  honor  scores  are  added  together,  and  250 
bonus  for  winning  the  rubber  is  added  to  their 
total.  Their  opponents'  trick  and  honor  scores 
are  likewise  added,  but  without  a  bonus.  The 
difference  between  these  two  totals  is  the  amount 
of  the  rubber,  and  is  won  by  the  partners  hav- 
ing the  larger  total  whether  they  have  won  the 
rubber  or  not. 

This  outline  of  the  game  should  give  the 
beginner  enough  knowledge  to  start  playing. 
He  should  gradually  familiarize  himself  with 
the  laws  governing  cutting,  forming  tables  and 
cutting  out  when  there  are  more  than  four  can- 
didates (Laws  14-27) ;'  also  the  laws  regarding 
shuffling,  dealing,  and  misdeals  (Laws  28-41).' 
He  should  in  due  time  learn  the  penalties  for 
irregularities  occurring  in  the  course  of  the  bid- 
ding and  the  play,  which  are  summarized  on 
pages  49,  51.  These  penalties  are  an  import- 

'  See  pages  18-21.  ^  See  pages  21-25. 

(    528    ) 


0  For  the  Beginner  ♦ 

ant  part  of  the  game  and  should  always  be  en- 
forced. The  waiving  of  penalties  is  apt  to  pro- 
duce careless  play. 

PRELIMINARY   DETAILS 

Before  taking  up  the  play  itself,  it  may  be 
well  to  mention  a  few  preliminary  matters. 

If  a  player  find  that  his  partner  believes  that 
certain  card  or  seats  are  lucky,  he  should  defer 
to  these  superstitions  for  the  sake  of  the  mental 
effect  on  the  partner.  When  the  partner  is  the 
Declarer,  if  he  wish  to  have  the  trumps  at  one 
end  of  the  Dummy  hand,  they  should  be  placed 
there.  It  may  be  a  foolish  whim,  but  it  is  cour- 
teous to  gratify  it  and  simplifies  the  task  of  the 
partner. 

A  player  should  sort  his  hand  so  that  the 
red  and  black  suits  alternate  and  should  arrange 
the  cards  of  each  suit  in  order.  This  greatly  as- 
sists him  both  in  bidding  and  playing,  and  pre- 
pares his  hand  to  be  laid  down  in  case  he  be- 
come the  Dummy.  Before  declaring,  he  should 
thoroughly  comprehend  his  whole  hand,  running 
over  in  his  mind  all  the  declarations  that  might 

(  529  ) 


4>  Auction  Developments  S? 

possibly  be  made  with  his  cards.  He  will  fre- 
quently find  that  the  declaration  which  first  oc- 
curs to  him  is  not  by  any  means  his  best. 

When  the  hand  of  the  Dummy  is  laid  down, 
each  player  should  examine  it  carefully  and 
mentally  outline  his  plans  for  playing  the  deal. 
Except  for  this  pause  to  digest  the  cards  in 
Dummy's  hand,  it  is  well  to  avoid  great  hesita- 
tion either  in  bidding  or  playing,  as  it  may  give 
unfair  information  and  is  always  displeasing  to 
the  other  players. 

HOW    TO    STUDY    THE    GAME 

The  beginner  should  constantly  study  text- 
books which  he  is  sure  are  sound,  not  by  a 
cursory  reading,  but  by  laying  out  with  a  pack 
of  cards  every  hand  given  as  an  illustration  of 
the  text.  For  this  there  are  two  reasons  :  First, 
it  is  very  difficult  for  an  inexperienced  player  to 
visualize  what  he  sees  on  the  printed  page  and 
translate  it  into  cards.  Second,  the  object  of  his 
study  is  to  learn  how  to  play,  and  when  he  is 
playing,  his  problems  are  presented  to  him  in 
the  form  of  thirteen  cards,  which  do  not  resemble 

(  530  ) 


0  For  the  Beginner  c$> 

a  printed  page.  If  he  have  studied  the  books 
with  the  cards  before  him,  he  will  find  that  he 
recognizes  the  situations  much  more  readily 
than  if  he  have  merely  learned  what  a  combi- 
nation looks  like  in  print. 

He  should  avail  himself  of  every  opportunity 
to  watch  experts  play,  looking  over  one  hand 
only  and  making  up  his  mind  how  he  would  bid 
and  play  with  the  cards  he  sees.  He  should 
never  make  any  comment  while  the  bidding  or 
the  play  is  in  progress.  After  a  deal  is  finished, 
he  may  properly  ask  a  sound  player,  whose 
hand  he  has  watched,  what  course  of  reasoning 
he  followed  in  making  certain  declarations  or 
plays,  if  he  know  the  player  well  enough  to  feel 
sure  that  he  is  willing  to  be  questioned. 

The  student  should  play  with  good  players 
wheneveran  opportunity  offers,  but  should  never 
accept  an  invitation  from  players  who  do  not 
know  his  game  without  telling  them  that  he 
lacks  experience,  and  that,  if  they  can  make  up 
their  table  without  him,  he  would  prefer  to 
watch.  If  they  then  ask  him  to  play,  he  should 
not  feel  disturbed  by  any  bad  plays  or  declara- 

(  531  ) 


4>  Auction  Developments  V 

tions  that  he  may  make,  as  he  has  given  due 
warning. 

CRITICISM 

The  student  is  apt  to  find  that  he  is  too  fre- 
quently criticized  for  misplays.  It  may  comfort 
him  to  know  that  a  large  part  of  this  criticism 
is  unsound  and  comes  from  those  who  base. 
their  opinions  entirely  upon  results.  His  best 
course,  however,  is  to  make  it  a  rule  not  to  de- 
fend himself.  When  he  cannot  appreciate  the 
soundness  of  what  is  said,  it  is  much  better  to 
remember  the  point  and  ask  some  player  of 
recognized  ability  concerning  it. 

Every  student  should  make  up  his  mind  that 
however  skillful  he  may  become,  he  will  never 
criticize  a  partner  except  in  the  most  friendly 
way  and  preferably  only  when  requested  to  do 
so.  If  his  partner  make  a  declaration  or  a  play 
which  is  contrary  to  a  particular  convention,  his 
best  plan  is  to  note  that  his  partner  does  not 
use  that  convention.  This  knowledge  will  be 
of  value  the  next  time  the  partner  in  ques- 
tion has  a  chance  to  make  the  same  play.  By 
adopting  this  method  of  procedure,  he  will  ^et 

(  532  ) 


0  For  the  Beginner  <^ 

better  results  from  a  poor  partner  than  he  would 
if  he  worried  him  with  advice  or  criticism.  The 
only  proper  object  of  criticism  is  to  benefit  its 
recipient.  If  delivered  during  the  play  it  rarely 
accomplishes  this  purpose;  in  private  at  the  end 
of  the  rubber  it  may  be  most  advantageous. 

PLACING    THE    CARDS 

The  present  informatory  system  of  Auction 
declaration  and  play  is  based  on  the  fact  that  it 
has  been  found  that,  in  the  long  run,  certain 
bids  and  plays  are  likely  to  produce  the  best  re- 
sults. These  bids  and  plays  have  therefore  been 
adopted  as  the  conventions  of  the  game.  In  the 
play  many  of  the  conventions  are  thoroughly 
established.  Among  these  may  be  mentioned 
the  following  which  should  always  be  used  by 
the  Declarer's  opponents  when  playing  Second, 
Third,  or  Fourth  Hand,  that  is,  when  occu- 
pying any  position  except  leader. 

First.  If  a  card  of  a  sequence  be  played,  it 
should  be  the  lowest.  The  play  of  any  card  de- 
nies the  presence  in  the  hand  of  the  next  lower; 
for  example,  playing  the   King  says  that  the 

(  533  ) 


<^  Auction  Developments  S? 

player  has  not  the  Queen.  In  leading,  the  rule 
is  exactly  the  opposite,  except  vvhen  the  lead  is 
from  Ace,  King/ 

Second.  With  a  fourchette  over  a  high  card 
which  Dummy  holds  but  does  not  play,  —  for 
example  the  Queen,  Ten,  over  Dummy's 
Knave,— *■  the  next  player,  if  he  play  either  card, 
should  select  the  lower,  even  when  his  own  hand 
is  such  that  he  can  play  the  higher  and  still  catch 
Dummy's  high  card;  for  instance,  if  he  hold  the 
King,  Queen,  Ten,  and  low,  over  Dummy's 
Knaveandone  low,and  Dummyplay  his  low  card 
Second  Hand,  Dummy's  Knave  can  be  caught 
whether  the  Queen  or  Ten  be  played.  The  Ten, 
however,  gives  the  partner  more  information. 

Third.  Holding  a  fourchette  over  the  card 
led,  either  of  the  Declarer's  opponents,  when 
playing  Second  Hand,  should  always  play  the 
higher  card  of  the  fourchette,  unless,  for  some 
reason,  he  prefer  to  play  some  card  still  higher,  or 
unless  the  lead  be  from  the  Declarer  and  Dummy 
be  obliged  to  play  higher  than  the  fourchette. 

'  The  lead  of  the  Ace  followed  by  King  of  a  plain  suit  shows 
no  more  of  that  suit. 

(  534  ) 


0  For  the  Beginner  * 

Fourth.  When  either  of  the  Declarer's  oppo- 
nents, playing  Second,  Third,  or  Fourth  Hand, 
makes  no  attempt  to  take  the  trick,  he  should 
play  his  lowest,  unless  he  wish  to  signal.' 

The  beginner  should  remember  that  his  part- 
ner is  drawing  inferences  from  every  bid  and 
play  he  makes,  and  that  even  a  poor  player  by 
following  the  conventions  can  be  a  great  help 
to  a  partner.  No  one  can  expect  to  become  an 
expert  in  a  few  weeks  or  even  months;  not 
many  ever  reach  the  point  where  they  continu- 
ally win  the  maximum  number  of  tricks;  but  any 
one  in  a  comparatively  short  time  may  become 
a  reliable  partner,  and  this  should  be  the  first 
goal  of  every  student.  He  should  learn  the 
simple  rules  of  bidding,  such  as  the  minimum 
strength  of  a  No  Trump  declaration,  and  the 
high  cards  necessary  for  an  original  call  of  one 
or  two  in  any  suit.  Then  he  should  study  the 
rules  concerning  leads,  discards,  and  Second 
and  Third  Hand  play  against  the  Declarer. 
Having  mastered  these,  he  should  never  deviate 
from  them.    In  this  way,  he  can  greatly  assist  a 

'  See  Auction  of  To-Day,  page  200. 

(  535  ) 


<i>  Auction  Developments  S? 

skillful  partner.  An  inexperienced  player  may 
think  that  he  sees  an  opportunity  to  gain  by 
deviating  from  the  conventional,  but  he  should 
remember  that  this  is  always  dangerous  and 
should  be  attempted  only  by  experts.  He  may 
occasionally  win  a  rubber  by  an  unconventional 
declaration,  but  the  resulting  loss  of  his  part- 
ner's confidence  will,  in  the  long  run,  cost  him 
much  more  than  he  gains. 

When  players  are  following  the  conventional 
rules,  every  declaration  and  every  card  played 
gives  information  from  which  more  or  less  defi- 
nite inferences  may  be  drawn.  Successful  bidding 
and  play  depend  in  large  measure  upon  draw- 
ing these  inferences  accurately  and  remembering 
them  when  they  are  needed.  It  is  difficult  to 
tell  a  beginner  how  to  follow  the  cards,  but  the 
essential  rule  is  to  draw  immediately  the  infer- 
ences from  every  bid  and  every  play,  and  to 
remember  the  conclusions  rather  than  the  facts 
upon  which  they  are  based  —  the  latter  may  fre- 
quently be  dismissed  from  the  mind.  For  ex- 
ample, suppose  that  the  Dummy  and  one  op- 
ponent each  hold  three  trumps;  the  Declarer 
(  536  ) 


0  For  the  Beginner  ^ 

leads  three  rounds  and  the  other  opponent  dis- 
cards on  the  third;  the  first-named  opponent 
should  immediately  note  the  one  useful  fact 
that  the  Declarer  has  the  two  remaining  trumps. 
This  is  all  he  needs  to  know,  and  it  is  useless 
for  him  to  burden  his  mind  by  trying  to  re- 
member what  the  remaining  trumps  are  or  what 
trumps  have  been  played.  If,  instead  of  draw- 
ing his  inferences  immediately,  he  wait  until  he 
need  them  in  the  course  of  the  play,  he  will 
often  find  that  by  that  time  he  has  forgotten 
his  facts. 

The  opening  lead  is  apt  to  give  a  great  deal 
of  information,  and  the  conclusions  which  the 
Declarer  and  the  partner  of  the  leader  can  draw 
from  it,  whether  the  declaration  be  atrump  or 
No  Trump,  are  among  the  most  important  as 
well  as  the  most  definite  in  the  game ;  they  are 
therefore  given  in  some  detail. 

INFERENCES    FROM    THE    ORIGINAL    LEAD    AT 
NO    TRUMP 

When  the  Eldest  Hand  opens  the  play 
against  a  No  Trump  declaration  by  leading  a 

(  537  ) 


4>  Auction  Developments  S? 

suit  which  has  been  bid  by  his  partner,  the  card 
led  is  as  a  rule  the  highest  he  holds  in  the  suit, 
although,  when  it  is  low,  there  is  always  the 
possibility,  if  the  Declarer  have  called  No 
Trump  after  the  suit  has  been  declared  by  the 
partner,'  that  the  lead  is  from  three  or  four 
headed  by  the  Ace  or  King. 

When  the  Eldest  Hand  leads  a  suit  which 
has  not  been  called  by  his  partner,  certain  in- 
ferences may  be  gathered. 

The  beginner  cannot  expect  to  draw  these  in- 
ferences as  fully  and  accurately  as  the  expert. 
It  is  sufficient  for  him  to  note  that,  at  No 
Trumps,  — 

(i)  An  original  lead  of  an  Ace  means  that  the 
leader  has  a  very  powerful  suit,  probably 
with  reentry,  and  that  the  partner  of  the 
leader- will  play  his  highest  card  of  the 
suit  upon  that  trick.^ 

(2)  A  King  lead  means  that  the  leader  has  the 
Ace  or  the  Queen  or  both. 

'  See  Auction  of  To- Day,  page  167. 
^  Ibid.,  pages  165-66. 

(   538    ) 


0  For  the  Beginner  <^ 

(3)  The  lead  of  any  card  from  the  Queen  to 
the  Eight,  inclusive,  means  that  the 
leader  has  the  card  next  below  the  one 
led,  that  he  has  not  the  card  next  above 
it,  and  that  he  has  no  combination  of 
cards  above  it  from  which  a  higher  card 
is  the  conventional  lead. 

(4)  Any  original  lead  below  an  Eight  is  the 
leader's  fourth  best.  He  has  exactly  three 
cards  in  the  suit  higher  than  the  card  led. 
The  number  of  cards  above  it  in  the 
other  three  hands  is  equal  to  the  differ- 
ence between  eleven  and  the  denomina- 
tion of  the  card  led.  For  example,  if  the 
Seven  be  the  leader's  fourth  best,  there 
are  four  cards  in  the  suit  higher  than  the 
Seven  in  the  other  three  hands.  This  is 
frequently  referred  to  as  Foster's  Eleven 
Rule  (it  having  been  first  suggested  by 
Mr.  R.  F.  Foster),  and  it  is  of  great  as- 
sistance in  reading  the  cards. 

The  following  table,  based  on  the  leads  give.n 
on  pages   179   and   180  of  "  Auction  of  To- 

(  539  ) 


Auction  Developments 


7 


Day,"  shows  in  detail  the  inferences  that  may 
be  drawn  from  the  original  lead  whenever  the 
suit  has  not  first  been  declared  by  the  leader's 
partner :  — 


JVhen  against  a  No 
Trump  Declaration 
the  original  lead  is 
thefolloiving  card : 

Ace 


King 


It  shoivs  that  the  leader  has  or  should  have  the 
folloiving  holding  of  the  suit  led: 


A  very  powerful  suit,  either  so  long  or  containing 
so  many  honors  that  he  wishes  his  partner  to  play  his 
highest  card  of  that  suit.  The  leader  probably  has  a 
reentry. 

Either  the  Ace  or  the  Queen  or  both. 

If  he  have  both  Ace  and  Queen,  he  has  not  over 
five  cards  in  the  suit  and  has  not  the  Knave;  if  he 
have  the  Ten  he  has  no  low  card. 

If  he  have  not  the  Queen,  he  has  six  in  the  suit 
and  a  reentry;  or  he  has  the  Knave  and  one  low. 

If  he  have  not  the  Ace,  he  has  the  Knave  or 
Ten  or  six  in  the  suit  with  reentry,  or  seven  in  the 
suit,  with  or  without  reentry. 


Queen 


Knave 


(i)  The  King  is  not  in  the  leader's  hand. 

(2)  He  has  the  Knave  ;  and  in  addition  the  Ace, 
the  Ten,  or  the  Nine,  if  he  have  the  Ace,  he  has 
no  reentry. 

(i)  The  Queen  is  not  in  the  leader's  hand. 

(2)  He  has  the  Ten,  and  in  addition  either  the 
Aee,  King,  Nine,  or  Eight. 

If  he  have  neither  the  Ace  nor  the  King,  he  cer- 
tainly has  the  Nine  or  the  Eight. 

If  he  have  both  Ace  and  King,  he  has  no  re- 
entry and  not  over  five  in  the  suit. 

(    540    ) 


0  For  the  Beginner  O 

Ten  (i)  The  Knave  is  not  in  the  leader's  hand. 

(2)  He  has  the  Nine ;  he  may  have  either  the 
Ace,  King,  or  Queen,  but  he  has  not  both  the 
King  and  Queen. 

If  he  have  no  card  higher  than  the  Ten,  he  cer- 
tainly has  either  the  Eight  or  the  Seven,  unless  he 
be  leading  a  short  suit. 

Nine  (i)  The  Ten  is  not  in  the  leader's  hand. 

(2)  He  probably  has  the  Eight  and  has  not  three 
honors. 

(3)  He  may  have  any  two  honors  above  the  Ten, 
except  the  Queen,  Knave.  He  may  have  any  single 
honor  above  the  Ten. 

Eight  (i)  The  Nine  is  not  in  the  leader's  hand. 

(2)  He  may  have  any  single  honor  or  any  two 
honors  except  the  Knave,  Ten.  He  cannot  have 
three  honors,  except  the  Ace,  King,  Knave,  with 
five  in  the  suit  and  no  reentry,  or  the  Ace,  Queen, 
Ten.  If  he  have  three  honors,  he  may  not  have  the 
Seven  ;  otherwise  he  certainly  has  the  Seven. 

Any  card  below  The  card  led  is  the  leader's  fourth  best  and  the 

the  Eight  Eleven  Rule  may  be  applied. 

If  the  Declarer  or  the  leader's  partner  see,  in 
his  own  hand  or  in  the  Dummy,  or  both,  a  card 
or  cards  inconsistent  with  the  above  holdings  in 
the  leader's  hand, — for  example,  if  the  Knave 
be  led,  and  Dummy  have  the  Ten  ;  or  if  the 
Six  be  led,  and  one  of  the  other  players  can  see 
in  Dummy  and  his  own  hand  six  cards  in  the 
suit  higher  than  the  Six,  —  it  is  safe  to  con- 
clude that  for  some  reason  the  Eldest  Hand  is 
opening  with  the  highest  card  of  a  short  suit. 

(  541  ) 


Auction  Dexehpments 


IXF£R£XC£S    FROM    THE    ORIGINAL    LEAD 
AGAIXST    A    TRUMP    DECLARATION 

If  the  leader,  against  a  trump  declaration, open 
a  suit  which  has  been  declared  by  his  partner,  it 
is  always  his  highest  card  in  that  suit.  If  he  lead 
a  suit  which  has  not  been  bid  by  his  partner,  it 
may  or  may  not  be  the  leader's  long  suit. 

The  banner  should  note  regarding  original  * 
leads  against  a  declared  trump,  — 

(1 )  An  Ace  followed  by  the  King  means  that  the 
leader  has  no  more  in  the  suit  and  wishes  to 
be  forced ; 

(2)  A  King  means  that  the  leader  has  the  Ace 
or  the  Queen  or  both  ; 

(3^  Any  card  lower  than  the  King  shows  that 

the  leader  has  not  the  Ace ; 
(4)  Any  card,  from   the  Queen    to  the   Nine 

inclusive,  shows  that  the  leader  has  the  card 

immediately  below  the  one  led  or  that  he  is 

leading  the  top  of  a  short  suit; 
(5 »  The   lead   of  any   card    below    the   Nine 

shows  that  the  card  led  is  either  the  leader's 
'  542  ) 


0  For  the  Beginner  ^ 

fourth  best,  or  the  highest  card  of  a  short  suit. 
If  it  be  his  fourth  best,  the  Eleven  Rule  will 
apply.  If  the  Declarer  or  the  partner  of  the 
leader  can  see  more  cards  above  the  lead  than 
the  difference  between  eleven  and  the  card 
led,  the  inference  is  that  the  lead  is  the  top 
of  a  short  suit. 

The  following  table,  based  on  the  leads  given 
on  pages  i8i  and  182  of"  Auction  of  To-Day," 
shows  in  detail  the  inferences  that  may  be  drawn 
from  the  original  lead  against  a  declared  trump 
whenever  the  suit  led  has  not  been  declared  by 
the  leader's  partner :  — 

Wkem  tit  Itmi  U  tht  It  tkiws  thst  the  Umitr  iss  mr  titmU  iww  the 

filbmtf  tmrdi  JitlUmmg  iatf  i^  c 

Ace  (i)  The  King  solos;   (i)  one  or  more  smaD 

oris ;  (3)  no  otbcn,  the  Ace  bang  a  stngkton. 

King  (i)  The  Ace  and  ooe  or  mofe  othen ;  (a)  the 

Queen  with  or  tntfaoot  others. 

Q'jcen  Nehfaer  the  Ace  nor  the  King.   He  may  hare 

the  Queea  alone  or  Qoeen  and  one  low. 

If  he  have  more  than  two  in  the  sut,  he  cer- 
tainly has  die  Knave,  and  if  he  hare  more  thafB 
three  in  the  suit,  he  lus  abo  the  Ten  or  the  Nine, 
akhoogh  in  some  cases  it  is  wise  to  laid  the  Qaeen, 
from  the  Queen,  Knare,  and  two  low.* 

*  See  Jtuttmi  rf  Tt-Dttff  page  iSo. 

(543  ) 


(^  Auction  Developments  7 

Knave  Neither  the  Ace  nor  the  Queen ;  he  may  have  the 

Knave  alone  or  with  one  or  two  low. 

If  he  have  more  than  three  in  the  suit,  he  cer- 
tainly has  the  Ten  and  either  the  King,  the  Nine, 
or  the  Eight. 

Ten  Neither  the  Ace  nor  the  Knave  and  not  both 

the  King  and  the  Queen. 

If  he  have  less  than  four  in  the  suit,  he  has  no 
card  higher  than  the  Ten. 

If  he  have  more  than  three  in  the  suit,  he  cer- 
tainly has  the  Nine,  and  he  may  have  either  the 
King,  the  (^ueen,  or  the  Eight. 

Nine  Probably  a  short  suit  containing  no  higher  card, 

but  if  he  have  the  Eight,  he  may  have  more  than 
three. 

Any  card  below  Either  the  card  led  is  the  top  of  a  short  suit,  or 

the  Nine.  the  leader  has  the  card  immediately  below  it,  or  it 

is  his   fourth   best.    In  the  latter  case,  the  Eleven 

Rule  applies  (see  page  539).    If  it  be  not  his  fourth 

best,  it  is  probable  that  the  lead  is  from  a  short  suit. 

THE   BIDDING 

The  simple  and  fundamental  principles  of 
bidding  were  considered  in  "Auction  of  To- 
Day  "  '  from  an  elementary  standpoint ;  it  is 
therefore  unnecessary  to  repeat  the  advice  there 
given.  Nothing  will  be  added  hereon  that  sub- 
ject, except  a  few  general  hints  that  it  is  believed 
may  be  useful  for  those  whose  Auction  experi- 
ence has  been  limited. 

'  Auction  of  To- Day,  pages  1-157. 

(  544  ) 


0  For  the  Beginner  * 


PLAYING    PERSONALITIES 

A  player  should  always  keep  in  mind  the 
personal  characteristics  of  the  others  at  the  table. 
When  his  opponents  are  rash  bidders  and  his 
partner  reliable,  he  should  bid  and  double  freely ; 
when  this  situation  is  reversed,  he  should  be 
overcautious.  If  one  or  both  of  his  opponents 
have  a  fondness  for  overbidding  to  save  game 
or  rubber  (flag-flying),  he  should  consider  this 
characteristic  when  deciding  whether  to  bid  be- 
yond the  strength  of  his  own  hand  for  the  same 
purpose. 

In  determining  how  strongly  to  bid  with  any 
given  cards,  a  player  should  always  consider 
whether  he  or  his  partner  will  become  the  final 
Declarer,  and  whether  the  one  upon  whom  this 
responsibility  will  fall  can  outplay  the  opponents 
or  must  expect  to  lose  a  trick  or  two  in  the  play. 
In  the  former  case,  he  can  bid  to  the  limit;  in 
the  latter,  he  should  exercise  great  caution. 

When  a  player  realizes  that  he  is  the  weaker 
half  of  the  partnership,  he  should  strongly  sup- 
port his  partner's  declaration,  and  if  possible 

(  545  ) 


4>  Auction  Developmefits  S? 

bid  in  such  a  way  that  his  partner  will  play  the 
combined  hands.  It  is  advisable  for  the  infe- 
rior player  to  be  Dummy  as  much  as  possible, 
as  a  strong  partner  is  an  asset  which  should 
be  utilized  to  the  fullest  extent.  The  Spade 
bids  are  very  serviceable  for  transferring  the  re- 
sponsibility of  playing  the  combined  hands, 
and  a  weak  player  with  a  skillful  partner  is 
fully  justified  in  bidding  two,  three,  or  four 
Spades  with  hands  which  for  an  expert  would 
warrant  No  Trump,  Heart,  or  Royal  declara- 
tions. 

THE   PLAY 

In  "Auction  of  To-Day"  the  conventional 

leads  are  fully  discussed  in  Chapter  viii,  and  many 
of  the  more  important  features  of  play  are  consid- 
ered in  Chapter  IX.  The  following  pages  attempt 
to  explain  some  rudiments  which  are  not  covered 
by  the  book  mentioned,  it  being  assumed  that 
they  were  understood  by  its  readers,  who  were 
supposed  to  have  had  some  experience  with 
Auction,  Whist,  or  Bridge. 

(  546  ) 


0  For  the  Beginner  ^ 


SECOND    HAND    PLAY    BY    THE    ELDEST    HAND 

The  Eldest  Hand  (i.e.,  the  opponent  to  the 
left  of  the  Declarer)  should  note  the  following, 
when  playing  Second  Hand. 

FirsL  When  the  Declarer  leads  a  low  card 
and  the  Eldest  Hand  holds  a  King  twice  guarded 
or  a  Queen  with  three  guards,  which  Dummy 
cannot  beat,  he  should  at  No  Trump  play  low 
on  the  first  trick,  especially  when  Dummy  is 
long  in  the  suit.  This  may  result  in  his  taking 
the  third  trick  or  leaving  the  Declarer  to  take 
that  trick  with  the  Ace,  with  no  low  card  to  lead 
to  the  Dummy.  Against  a  trump  make,  how- 
ever, the  Eldest  Hand  must  often  play  a  well- 
guarded  honor  on  the  first  round  for  fear  that 
the  third  trick  may  be  ruffed. 

Second.  Holding  the  King,  Queen,  and  low, 
with  the  Ace,  Knave,  and  low  in  Dummy,  the 
Eldest  Hand  should  generally  play  low  at  No 
Trump,  as  there  is  no  ruff  to  be  feared  and  the 
Knave  finesse  may  be  refused  ; '  but  in  a  trump 

'  An  exception  to  this  rule  occurs  when  one  trick  will  save 
the  game  or  defeat  the  contract. 

(  547  ) 


(i>  Auction  Developments  7 

declaration,  the  Queen  should  be  played  at  once, 
for  fear  of  a  ruff  on  the  third  round. 

Third.  When  at  No  Trump  the  Declarer  leads 
a  low  card  and  Dummy  holds  the  Ace  or  King, 
or  both,  the  Eldest  Hand  holding  the  Queen, 
Knave,  and  one  or  more  others,  if  he  have  more 
than  one  low,  should  play  low;  if  he  have  only 
one  low,  should  play  the  Knave  whenever  the 
Dummy  holds  the  Ten  or  the  Nine;  otherwise 
he  should  play  low. 

Fourth.  When  the  Declarer  leads  a  high 
card,  which  the  Eldest  Hand  can  beat,  and 
Dummy  can  beat  the  Eldest  Hand,  the  latter 
should  cover  in  the  hope  of  making  good  a  Nine 
or  Ten  for  himself  or  his  partner.  When  his 
own  hand  has  not  the  Nine  or  Ten,  there  are 
two  exceptions  to  this  f-ule  :  {a)  When  Dummy 
holds  the  Ace  and  he  the  King  with  at  least  one 
more  card  in  the  suit  than  Dummy,  he  makes 
sure  of  his  King  by  holding  off;  {b)  when  he 
and  the  Dummy  have  so  many  cards  in  the  suit 
that  his  partner  cannot  possibly  make  the  Nine 
or  Ten,  it  is  useless  to  cover,  and  he  must  hold 
off  in  the  hope  that  the  Declarer  will  not  be 
(  548  ) 


0  For  the  Beginner  * 

able  to  lead  through  him  often  enough  to  catch 
his  honor.  For  example,  if  he  hold  the  King  and 
three  small ;  the  Dummy,  the  Ace,  Queen,  Ten, 
and  two  small ;  and  the  Declarer  lead  the  Knave, 
the  best  that  his  partner  can  hold  is  the  Nine 
and  two  small  ;  if  Eldest  Hand  cover,  the  Nine 
cannot  possibly  make  ;  if  he  play  low,  his  King 
may  be  saved. 

Fifth.  When  the  Eldest  Hand  holds  the  Ace, 
Queen,  and  one  low,  with  the  King,  Knave, 
and  low  in  the  Dummy,  if  the  latter  be  long  in 
the  suit  and  void  of  reentry,  the  Eldest  Hand 
should  play  low  to  hold  the  Ace  for  the  third 
trick.  Otherwise,  he  stands  a  little  better  chance 
of  making  two  tricks  by  playing  his  Ace  on  the 
first  round,  as  the  Declarer  will  probably  finesse 
the  Knave  on  that  trick,  and  is  more  likely  to 
refuse  the  finesse  on  the  second  round  when 
there  will  be  fewer  cards  outstanding  against 
him.  On  the  contrary,  if  the  E^ldest  Hand 
have  the  Ace  but  not  the  Queen,  he  wants 
Dummy  to  finesse  the  Knave.  He  should, 
therefore,  play  low  on  the  first  round. 

(  549  ) 


Auction  Developments  S? 


SECOND    HAND    PLAY    BY    PONE 

Pone  (i.e.,  the  opponent  to  the  right  of  the 
Declarer),  when  Second  Hand,  should  keep  in 
mind  the  following  plays:  — 

First.  When  the  Dummy  holds  the  Ace  and 
leads  a  low  card,  Pone,  with  the  King  and  one 
guard,  should  play  the  King.  With  more  than 
one  guard  for  his  King  he  should  at  No  Trump 
play  low  in  order  to  hold  the  third  trick;  but 
with  a  declared  trump,  he  should  play  his  King 
on  the  first  lead  for  fear  of  a  ruff  on  the  third 
trick.  When  Pone  holds  the  Queen  and  three 
or  more  low,  the  same  principle  applies  on  a 
low  lead  from  the  Ace,  King,  in  Dummy. 

Second.  When  Pone  holds  King,  Queen,  and 
one  low,  on  a  low  lead  from  the  Ace  in  Dummy, 
he  should  play  the  Queen;  if  Dummy  do  not 
hold  the  Ace,  Pone  at  No  Trump  should  play 
low,  even  though  Dummy  lead  the  Knave,  as 
the  Declarer  may  refuse  the  finesse.'  Against  a 

'  An  exception  to  this  rule  occurs  when  one  trick  will 
save  the  game  or  defeat  the  contract. 

(    550   ) 


0  For  the  Beginner  ^ 

trump  declaration,  Pone  should  play  the  Queen, 
for  fear  of  a  ruff  on  the  third  round. 

'Third.  When  Pone  holds  the  Queen,  Knave, 
and  one  low,  he  should  play  one  of  the  honors 
Second  Hand.  If  he  have  two  low  and  Dummy 
have  not  both  the  King  and  the  Ace,  he  should 
at  No  Trump  play  low;  on  a  trump  declaration, 
he  should  play  one  of  his  honors. 

Fourth.  When  Pone  holds  any  three  honors 
except  the  Ace,  Queen,  Ten,  at  least  two  of 
them  must  be  in  sequence  and  he  should  play 
the  lowest  of  the  sequence  on  a  low  lead  from 
the  Dummy. 

Fifth.  When  Dummy  leads  a  Queen,  Knave, 
or  Ten,  and  Pone  holds  any  honor  above  the 
card  led,  except  the  Ace,  he  should  cover  when- 
ever there  is  a  chance  that  by  so  doing  he  may 
make  good  a  Ten  or  Nine  for  himself  or  his 
partner.  When  he  is  relying  on  making  a  card 
good  for  his  partner,  he  should  note  whether 
this  be  possible;  for  example,  if  Dummy  lead 
the  Queen  from  Queen,  Knave,  Ten,  and  two 
low,  and  Pone  hojd  the  King  and  two  low,  it 
is  useless  to  cover.  It  is  better  to  hold  off  on 

(  551  ) 


c^  Auction  Developments  7 

the  chance  that  the  Declarer  has  only  one  with 
his  Ace.  If  Pone  hold  the  King  and  two  low, 
with  only  one  in  Dummy,  or  the  King  and 
three  low  with  only  two  in  Dummy,  he  should 
never  cover  an  honor  led.  Dummy  cannot  lead 
through  him  often  enough  to  catch  his  King. 

SECOND   HAND    PLAY   BY   THE   DECLARER 

In  playing  on  his  opponents'  leads,  the  De- 
clarer should  treat  his  two  hands  together  and 
carefully  consider  the  meaning  of  the  card  led. 
He  should  note  the  following  plays:  — 

First.  Holding  Second  Hand  a  high  card 
sequence  above  the  card  led,  he  should  play  one 
of  the  sequence,  except  when  his  other  hand  has 
a  card  in  the  same  sequence. 

Second.  When  the  Eldest  Hand  opens  with 
a  low  lead  against  a  trump  declaration,  he  has 
not  the  Ace ;  at  No  Trump,  he  may  or  may  not 
have  that  card.  For  this  reason,  if  the  Declarer 
hold  the  King  and  one  low  in  Dummy,  and  the 
Ace  be  against  him,  he  should  play  low  on  a 
trump  declaration ;  but  at  No  Trump,  his  play 
is  the  King,  when  he  holds  in  his  own  hand 
(  552  ) 


0  For  the  Beginner  <^ 

only  low  cards,  or  the  Queen  and  two  or  more 
low.  If  in  his  own  hand,  he  hold  the  Queen, 
Knave,  and  low,  or  the  Knave  and  two  or  more 
low,  he  should  play  low  from  the  Dummy. 

'Third.  Holding  Queen  and  two  low  in 
Dummy  and  no  card  higher  than  the  Nine  in 
his  own  hand,  the  Queen  should  be  played  at 
No  Trump  on  a  low  lead  from  the  Eldest 
Hand. 

THE   DECLARER'S    PLAY   OF   A   NO   TRUMP 

The  Declarer  of  a  No  Trump,  after  the 
Dummy  has  been  laid  down,  should  at  once 
look  over  his  resources  and  map  out  his  plan 
of  campaign.  Sometimes  Dummy  proves  a  great 
disappointment,  so  that  he  has  to  play  on  the 
defensive  and  take  in  the  sure  tricks  before  the 
opponents  run  a  long  suit.  Usually,  however, 
he  will  be  able  to  play  an  aggressive  game,  ex- 
pecting to  take  at  least  the  majority  of  the  tricks. 
It  is  advisable  to  count  first  the  tricks  that  must 
be  lost;  next  the  tricks  that  can  unquestionably 
be  won  and  can  be  taken  in  at  any  time.  The 
Declarer  can  then  concentrate  his  attention  on 

(  553  ) 


4^  Auction  Developments  ^ 

the  tricks  that  he  can  take  only  by  planning  the 
play  properly.  It  is  surprising  how  few  are  in 
doubt  in  the  average  deal. 

These  doubtful  tricks  the  Declarer  can  usually 
make,  if  at  all,  by  establishing  one  or  more  suits, 
or  by  playing  his  honors  to  the  best  advantage. 

ESTABLISHING  SUITS 

A  suit  is  said  to  be  established  when  the  op-^ 
ponents'  winning  cards  have  been  exhausted 
and  every  remaining  trick  in  it  can  be  won  no 
matter  which  hand  leads.  If  the  Declarer  can 
then  place  the  lead  in  his  longer  hand,  he  can 
make  small  cards  that  would  otherwise  be  worth- 
less. He  must  decide  whether  he  have  any  suit 
which  can  be  established  and  still  have  enough 
cards  left  in  it  to  make  it  worth  while.  The 
Eldest  Hand  has  probably  opened  a  suit  which 
he  hopes  to  establish  for  himself  or  his  partner. 
Occasionally  the  Declarer  is  so  long  in  that 
suit  that  he  will  continue  it,  but  this  is  unusual. 
In  the  great  majority  of  cases  the  Declarer  has 
only  one,  or  at  most  two  suits  that  he  has 
any  hope  of  establishing.  If  he  have  only  one, 

(  554  ) 


0  For  the  Beginner  Q> 

and  be  not  running  for  safety,  it  is  usually  best 
to  start  that  suit  at  once.  If  he  have  two,  he 
must  determine  which  it  is  better  to  try  to  es- 
tablish. 

In  deciding  which  of  two  suits  to  select,  there 
are  a  number  of  factors  of  importance.  Other 
things  being  equal,  it  is  obvious  that  the  suit 
in  which  one  hand  is  the  longest,  is  likely  to  pro- 
duce the  greatest  number  of  long  cards  after  it 
is  established.  But  this  is  not  by  any  means  the 
only  thing  to  be  considered.  It  is  almost  equally 
important  how  many  cards  the  opponents  have 
in  the  suit  and  how  high  they  are.  To  take  an 
extreme  case,  suppose  Dummy  hold  in  Hearts, 
X,  X,  X,  X,  and  in  Clubs,  Ace,  King,  Queen, 
X,  X,  and  the  Declarer  hold  in  Hearts,  Queen, 
Ten,  X,  X,  X,  and  no  Clubs.  Each  suit  has 
five  cards  in  one  hand,  and  the  Clubs  are 
much  stronger  than  the  Hearts,  but  the  oppo- 
nents have  eight  Clubs  and  only  four  Hearts. 
In  Clubs,  the  Ace,  King,  Queen  will  win  when- 
ever they  are  led,  and  the  best  that  can  be 
hoped  for  is  that  the  eight  against  them  will  be 
divided  four  and  four.  Even  in  that  case,  only 

(  555  ) 


(i>  Auction  Developments  S? 

one  of  the  Dummy's  low  cards  will  make,  while 
with  the  much  more  probable  distribution  in 
which  one  of  the  opponents  has  five  or  more, 
only  the  Ace,  King,  and  Queen  can  be  made. 
On  the  other  hand,  in  Hearts,  the  opponents 
will  certainly  make  both  the  Ace  and  the  King, 
possibly  the  Knave  also;  and  unless  the  suit  be 
established,  it  is  worthless.  If  the  opponents 
lead  the  suit  at  all,  it  will  probably  be  late  in 
the  deal  when  the  Declarer  will  make  only  his 
Queen  at  best;  while  if  the  suit  be  immediately 
established,  it  will  produce  three  winning  cards 
if  the  opponents'  four  be  split  two  and  two,  and 
two  winners  if  the  division  be  three  and  one. 

To  take  another  example,  suppose  one  hand 
have  Spades,  Ace,  King,  X,  X,  X;  Hearts, 
Knave,  X,  X,  X;  and  the  other  hand.  Hearts, 
Ten,  X,  X,  X;  and  Spades,  none.  In  the 
Hearts,  the  only  chance  for  a  trick  is  to  estab- 
lish that  suit  and  find  the  holding  of  the  oppo- 
nents split  three  and  two.  In  the  Spades,  two 
tricks  are  certain,  whether  the  suit  be  established 
or  not,  and  unless  there  be  a  very  fortunate 
break,  a  third  cannot  be  made.  These  cases  il- 
(  556  ) 


0  For  the  Beginner  <5> 

lustrate  the  principle  that  the  best  suit  to  estab- 
lish is  not  necessarily  that  in  which  the  most 
tricks  can  be  made,  but  rather  the  one  in  which 
it  is  most  important  that  the  opponents'  high 
cards  be  exhausted  early  in  the  play. 

When  the  Declarer  is  in  doubt  between  try- 
ing to  establish  a  suit  in  the  Dummy  and  one 
in  the  concealed  hand,  the  former  should  be 
chosen.  The  opponents  will  certainly  not  lead 
a  suit  in  which  they  can  see  that  the  Dummy 
is  strong.  They  frequently,  however,  open  the 
Declarer's  suit  without  suspecting  his  strength. 

Having  chosen  the  suit  to  be  established,  the 
Declarer's  next  question  is  whether  he  can  ac- 
complish his  purpose  without  losing  the  lead  so 
often  that  it  is  not  worth  while  to  try.  In  the 
first  case  given  above,  to  establish  the  Hearts, 
the  lead  must  be  lost  twice  and  possibly  three 
times;  if  the  Clubs  can  be  established  at  all,  the 
lead  need  be  lost  only  once,  and  that  can  be  ac- 
complished most  safely  by  leading  low  on  the 
first  round.  It  may,  therefore,  be  wise  to  take 
the  chance  of  one  extra  Club  trick  rather  than 
two  extra  Heart  tricks.    For  example,  if  the 

(  557  ) 


(^  Auction  Developments  S? 

opponents  have  a  suit  which  they  can  establish 
in  one  more  lead  and  which  will  defeat  the  con- 
tract, the  Heart  suit  is  worthless  ;  but  it  may  be 
possible  to  make  the  extra  Club,  and  it  is  the 
thing  to  try  for,  especially  if  that  one  extra  trick 
be  needed  to  make  the  declaration. 

REENTRY 

The  next  question  is  whether,  after  the  suit 
chosen  is  established,  its  long  cards  can  be  made. 
This  depends  upon  what  reentry  the  Declarer 
has.  A  sure  reentry  is  a  card  which  will  posi- 
tively take  a  trick  ;  a  possible  reentry  is  one  that 
will  probably  take  a  trick.  Sure  reentries  are  an 
Ace,  a  King,  and  Queen  of  the  same  suit,  or  a 
guarded  King  when  the  bidding  or  play  has 
marked  the  Ace  on  its  right.  A  guarded  King  is 
a  possible  reentry  when  there  is  nothing  to 
place  the  Ace ;  it  is  not  even  a  possible  reentry 
if  the  Ace  be  marked  on  its  left.  Knowledge  of 
the  position  of  the  Ace  on  the  right  will,  of 
course,  make  the  King,  Queen,  with  a  low  card, 
two  sure  reentries,  if  the  Declarer  can  lead  to- 
ward them  three  times. 

(  558) 


0  For  the  Beginner  f^ 

If  a  suit  cannot  be  established  without  ex- 
hausting all  the  cards  of  that  suit  in  the  short 
hand,  its  long  cards  cannot  be  made  unless  the 
hand  containing  them  still  have  a  reentry.  On 
the  other  hand,  if  a  suit  can  be  established  while 
the  short  hand  still  has  a  low  card,  reentry  in 
either  hand  may  be  relied  upon.  Referring  to 
the  first  example  under  the  head  of  "  Estab- 
lishing Suits,"  it  will  be  noticed  that  the  Clubs 
can  be,  brought  in  only  by  having  a  reentry  in 
the  hand  that  is  long  in  Clubs,  while  the  Hearts 
can  be  brought  in  by  means  of  a  reentry  in 
either  hand,  unless  all  four  of  the  opponents' 
Hearts  lie  in  one  hand,  the  chance  of  which  is 
infinitesimal. 

In  this  connection,  the  number  of  times  that 
the  Declarer  must  lose  the  lead  to  establish  a 
suit  is  of  vital  importance.  With  the  Hearts  in 
the  example,  the  lead  will  certainly  be  lost  twice 
and  possibly  three  times  before  they  can  be  es- 
tablished ;  therefore,  unless  the  Declarer  can  do 
this  and  still  have  a  reentry,  he  may  as  well  let 
that  suit  alone.  The  Clubs  can  be  established, 
if  at  all,  by  one  low  lead,  and  if  the  Dummy 

(  559  ) 


4>  Auction  Developments  ^ 

have  even  one  reentry,  it  is  possible  that  four 
Club  tricks  may  be  made. 

UNBLOCKING 

When  the  Declarer  relies  on  a  reentry  in  the 
short  hand,  it  is  essential  that  the  last  card  re- 
maining in  that  hand  can  be  overtaken  by  the 
long  hand,  otherwise  the  long  cards  cannot  be 
made.  For  example,  suppose  he  have  the  Queen, 
Ten,  Eight,  Six,  Three,  opposite  the  Knave, 
Nine,  Four,  Deuce.  If  after  three  leads  he  have 
left  the  Eight,  Six,  opposite  the  Knave,  the 
latter  will  win  the  fourth  trick,  and  without  re- 
entry in  the  other  hand,  the  Eight  is  worthless. 
But  if  after  three  leads,  he  have  left  the  Queen, 
Six,  opposite  the  Deuce,  the  Queen  will  take 
the  lead  and  he  can  make  the  Six.  Getting  out 
of  the  way  of  a  long  hand  is  called  "unblock- 
ing," and  this  should  always  be  given  proper 
attention.  Even  when  there  is  a  reentry  in  the 
long  hand,  it  may,  by  unblocking,  be  saved  for 
other  purposes,  and  a  reentry  is  too  valuable  to 
be  wasted. 

(  560  ) 


For  the  Beginner  <^ 


DUCKING 

When  the  Declarer  cannot  rely  upon  a  re- 
entry In  the  hand  in  which  he  has  a  long  suit, 
he  must,  if  possible,  play  so  that  the  long  hand 
will  win  the  last  round  that  the  short  hand  can 
lead.  Suppose  the  Dummy  have  in  Clubs  the 
Ace  and  four  small,  and  the  Declarer  hold  three 
small.  The  opponents  are  certain  to  make  two 
tricks  in  the  suit.  The  Declarer  should  let  them 
take  the  first  and  second,  reserving  the  Dummy's 
Ace  for  the  third.  If  the  opponents'  five  Clubs 
be  split  three  and  two,  the  most  probable  dis- 
tribution, this  play,  which  is  called  "ducking," 
will  permit  the  Declarer  to  lead  the  third  round 
from  his  own  hand,  win  it  with  the  Ace,  and 
make  the  Dummy's  two  long  Clubs.  If  the 
Dummy  have  no  reentry,  the  suit  cannot  pos- 
sibly be  brought  in  except  by  ducking  the  first 
two  rounds.  Even  when  the  Dummy  has  a  re- 
entry, the  play  is  frequently  advisable,  as  the 
opponents  are  very  likely  to  force  out  the 
Dummy's  reentry  before  losing  control  of  his 
suit. 

(561  ) 


4^  Auction  Developments  S? 

With  the  cards  given,  nothing  can  be  lost  by 
ducking,  but  the  play  should  sometimes  be  made 
when  it  may  lose  a  trick,  if  there  be  a  chance 
that  it  will  gain  two  or  three.  Suppose  the 
Dummy  have  the  Ace,  King,  and  four  small 
Diamonds  and  no  reentry,  the  Declarer,  three 
small  Diamonds  and  plenty  of  reentries.  If  the 
opponents  each  have  two  Diamonds,  six  tricks 
may  be  made  in  the  suit  by  playing  the  Ace 
and  King  on^the  first  two  rounds.  If  the  De- 
clarer must  win  these  six  tricks  to  get  the  con- 
tract or  the  game,  he  should  play  for  the  even 
split.  At  the  opening  of  the  hand,  the  odds  are 
about  five  to  three  that  one  opponent  will  have 
more  than  two  of  their  four  Diamonds.  In  that 
case,  if  the  Declarer  play  his  Ace  and  King  on 
the  first  two  rounds,  he  v.ill  take  only  these  two 
tricks  in  the  suit ;  one  of  the  opponents  will  take 
the  third  round,  and  as  the  Declarer's  last  Dia- 
mond will  fall  on  this  trick,  the  Dummy's  small 
Diamonds  will  be  useless.  Unless  it  be  neces- 
sary to  win  six  tricks  in  the  suit,  the  Declarer 
should  duck  the  first  round.  If  both  opponents 
follow,  his  Ace  and  King  will  exhaust  the  op- 
(  562  ) 


0  For  the  Beginner  <Q> 

ponents,  and  he  will  make  five  Diamond  tricks. 
If  one  of  the  opponents  renounce,  the  Declarer 
should  duck  the  second  round.  He  can  then 
lead  his  last  Diamond  from  his  own  hand,  the 
Ace  and  King  will  draw  the  last  Diamonds 
against  him,  and  he  will  make  four  tricks  in  that 
suit. 

THE    PLAY    OF   HONOR    COMBINATIONS 

The  Declarer  often  finds  that  he  has  no  suit 
that  it  is  worth  while  to  try  to  establish.  He 
must  then  plan  to  make  the  most  of  his  com- 
binations of  honors  and  at  the  same  time  to  lead 
the  suits  that  he  is  least  likely  to  establish  for 
his  opponents.  This  will  frequently  involve 
opening  two  or  three  suits  in  succession,  so  as 
to  lead  each  to  the  best  advantage  and  still  hold 
the  opponents'  suit  blocked.  Situations  of  this 
character  are  the  most  interesting  that  the  No 
Trump  Declarer  has  to  meet,  and  afford  the 
greatest  opportunity  for  his  skill. 

Whether  the  Declarer  be  leading  a  long  or 
short  suit,  there  is  almost  always  a  chance  for  a 
gain  by  the  proper  handling  of  his  honors.  This 

(  563  ) 


4^  Auction  Developments  S? 

involves  three  general  methods  of  play,  namely, 
finessing,  leading  toward  a  losing  honor,  and 
playing  winning  cards  with  the  hope  of  exhaust- 
ing the  opponents. 

Many  of  the  combinations  offer  a  choice  be- 
tween two  of  these  methods  ;  and  some,  a  choice 
of  all  three.  The  various  combinations  and  the 
sound  method  of  handling  each  one  will  well 
repay  careful  study. 

The  beginner  is  advised  to  consider  these 
combinations  in  order  one  at  a  time,  and  master 
each  one  so  that  he  can  play  it  correctly  before 
passing  to  the  next. 

CLASSIFICATION  OF  HONOR  COMBINATIONS 

There  are  ten  possible  combinations  of  two 
honors,  ten  of  three,  and  five  of  four.  These  may 
be  divided  into  the  seven  classes  which  follow : — 

First.  Two  or  more  honors  in  sequence,  either 
in  one  hand  or  In  opposite  hands. 

Second.  Combinations  in  w^hich  the  only  ques- 
tion is  the  finesse.  This  may  be  subdivided  into 
three  sections :  — 

(«)  The  single  finesse  which,  if  taken  at  all, 

(  564) 


0  For  the  Beginner  c^ 

must  occur  on  the  first  round.  This  includes 
the  following  when  held  in  one  hand ;  Ace, 
Queen ;  Ace,  Knave ;  and  King,  Knave.  There 
are  also  the  King,  Knave,  Ten;  Ace,  Queen, 
Knave;  and  Ace,  Knave,  Ten,  in  which  practi- 
cally the  same  finesse  may  be  taken  twice. 

{b)  The  double  finesse.  Ace,  Queen,  Ten,  to 
which  may  be  added  King,  Knave,  Nine. 

{c)  Finesses  which  may  be  taken  on  the  first 
or  second  round.  This  includes  the  combina- 
tions Ace,  King,  Knave ;  Ace,  King,  Ten  ;  and 
King,  Queen,  Ten,  when  held  in  one  hand ;  and 
also  Ace  opposite  King,  Knave ;  King  opposite 
Ace,  Knave ;  Ace  opposite  King,  Ten  ;  King 
opposite  Ace,  Ten  ;  King  opposite  Queen,  Ten; 
and  Queen  opposite  King,  Ten. 

'Third.  Combinations  of  a  high  honor  or  hon- 
ors in  one  hand,  and  a  lower  honor,  not  in  se- 
quence in  the  other. 

Fourth.  Combinations  of  three  honors  (of 
which  the  King  is  not  one)  divided  between  the 
two  hands. 

Fifth.  Combinations  of  all  the  honors  but 
the  King. 

(  565  ) 


4>  Auction  Developments  S? 

Sixth.  Combinations  of  all  the  honors  but 
the  Queen. 

Seventh.  Combinations  of  all  the  honors  but 
the  Knave. 

These  classes  will  be  taken  up  in  order.  The 
play  advocated  is  that  most  likely  to  gain  tricks 
in  the  suit,  without  regard  to  outside  consider- 
ations. If  the  Declarer  be  short  of  reentries  in 
either  hand,  if  he  can  place  missing  honors  from 
the  bidding  or  the  play,  if  he  would  very  much 
sooner  have  one  of  his  opponents  lead  than 
the  other,  or  if  he  can  make  sure  of  a  doubtful 
game  or  contract  by  leading  winning  cards,  he 
should  vary  the  play  accordingly.  In  the  exam- 
ples given  X  represents  a  card  with  which  the 
Declarer  does  not  expect  to  take  a  trick  until 
the  opponents  are  exhausted.  In  some  cases  the 
presence  of  the  Nine  should  cause  him  to  vary 
the  play.  Unless  Dummy  be  especially  men- 
tioned, the  play  is  the  same  whichever  hand  is 
Dummy. 

While  the  Discussion  relates  primarily  to  the 
play  of  No  Trump  declarations,  the  principles 
are  much  the  same  when  there  is  a  trump,  al- 
(  566  ) 


0  For  the  Beginner  <fi> 

though  in  that  case  the  play  is  frequently  af- 
fected by  the  possibility  of  ruffing,  and  by  the 
fact  that,  in  a  trump  declaration,  an  established 
suit  in  the  hand  of  one  of  the  Declarer's  oppon- 
ents is  generally  less  dangerous  than  in  a  No 
Trump. 

Three  obvious  examples  of  the  effect  of  pos- 
sible ruffs  may  be  mentioned  :  First,  in  playing 
a  plain  suit  with  the  Ace,  King,  and  two  or  three 
small,  opposite  the  Knave  and  one  small,  it  is 
generally  better  to  lead  the  Ace  and  King  and 
ruff  the  third  and  possibly  the  fourth  round, 
instead  of  opening  low  toward  the  Knave.  Sec- 
ond, when  the  Declarer  holds  in  one  hand  the 
Ace,  Queen,  Knave,  and  small  (with  or  without 
the  Ten)  of  a  suit  which  is  not  the  trump,  and 
a  singleton  in  the  other  especially  when  the 
King  is  marked  on  the  left  of  the  tenace,  gen- 
erally he  should  play  the  Ace,  then  the  Queen, 
and  discard  until  the  King  covers.  Third,  in 
playing  the  trump  suit,  it  is  frequently  ad- 
visable for  the  Declarer  to  refuse  a  finesse 
which  he  would  otherwise  take,  when  the  play 
has  shown  that  there  is  danger  of  an  adverse 
(  567  ) 


Q  Auction  Developments  S? 

rufF  if  the  finesse  fail.  These  and  similar  situa- 
tions must  always  be  kept  in  mind  when 
playing  a  trump  declaration. 

First  Class  :  Sequences 

With  two  honors  in  sequence  in  one  hand,  it 
is  usually  well  to  lead  toward  that  hand.  When 
the  honors  are  the  Ace  and  King,  it  does  not 
matter,  but  with  any  other  two-card  sequence, 
the  lead  toward  it  may  save  a  trick  if  the  Ace, 
or  the  Ace,  King,  lie  Second  Hand. 

When  three  honors  in  sequence  are  divided 
between  the  two  hands,  it  is  generally  most  ad- 
vantageous to  lead  first  either  one  of  the  two  or 
toward  the  hand  which  contains  the  two.  An 
exception  to  this  principle  occurs  when  the 
single  honor  is  guarded  only  once ;  then  a  lead 
toward  it  should  be  made  on  the  first  round. 
For  example,  with  King,  Queen,  X,  X,  X,  in 
one  hand  and  Knave,  X,  in  the  other,  the  first 
lead  should  be  low  toward  the  Knave.'  If  the 
Ace  be   in   the  Second   Hand  and   cover,  the 

'  If  it  be  inconvenient  to  open  low  toward  the  Knave,  the 
first  lead  should  be  the  Knave. 

(   568) 


0  For  the  Beginner  <^ 

Knave  is  good.  If  the  Ace  be  in  the  Second 
Hand  and  do  not  cover,  the  Knave  takes  the  first 
trick,  and  if  the  Ace  be  held  off  on  the  second 
round,  the  Queen  takes  the  second  trick,  leaving 
the  long  hand  in  the  lead  to  draw  a  third  round. 
The  Declarer  should  remember  that  when 
he  holds  the  Ace,  King,  Queen,  X,  in  one  hand, 
and  X,  X,  X,  in  the  other,  his  chance  of  find- 
ing the  opponents'  six  cards,  split  three  and 
three,  is  only  about  one  in  three.  If  they  should 
not  be  equally  divided,  he  cannot  make  the 
fourth  trick,  unless  he  delay  opening  the  suit 
and  the  long  opponent  discard.  The  latter's 
highest  card  may  be  the  Nine  or  the  Ten,  and 
it  may  be  unguarded  if  the  Declarer  let  the  suit 
alone.  This  is  equally  true  when  the  Ace,  King, 
and  Queen  are  distributed  between  the  two  hands. 

Second  Class:   The  Finesse 

A  player  finesses  when  he  plays  the  lower 
card  of  a  tenace  Second  or  Third  Hand,  not 
knowing  whether  the  intermediate  card  lies  on 
his  left.  A  simple  example  of  this  is  the  Third 
Hand  play  of  the  Queen  from  the  Ace,  Queen, 

(569) 


<^  Auction  T>eveloptnents  ^ 

when  the  position  of  the  King  is  unknown. 
This  is  frequently  spoken  of  as  a  finesse  even 
when  the  King  can  be  marked  on  the  right  of 
the  tenace,  but  in  that  case,  it  is  not  a  finesse 
in  the  true  sense  of  the  term,  but  a  play  to 
the  known  position  of  the  cards. 

It  is  obvious  that  questions  of  finessing  can- 
not arise  for  the  Eldest  Hand,  as  he  can  see  the 
Dummy  on  his  left.  The  question  presents 
itself  to  the  Pone  in  a  limited  class  of  cases, 
which  are  covered  by  the  table  given  on  pages 
211  and  212  of  "Auction  of  To-Day. " 

The  Declarer,  however,  constantly  finds  him- 
self with  a  tenace  in  one  hand  or  the  other,  and 
with  no  intimation  from  the  bidding  or  the  pre- 
vious play  regarding  the  position  of  the  missing 
intermediate  card.  It  is,  therefore,  necessary  that 
he  thoroughly  understand  the  reasons  which 
determine  whether  a  finesse  should  be  taken  or 
refused.  According  to  the  classification  above 
given,  questions  concerning  the  finesse  may  be 
divided  into  three  subheads. 

[a]  'The  Single  Finesse.  A  typical  case  of  the 
single  finesse  arises  when  the  Declarer  holds  the 
(  570  ) 


0  For  the  Beginner  <5> 

Ace  and  Queen.  However,  the  same  question  is 
often  presented  by  the  King,  Knave,  or,  espe- 
cially on  the  second  or  third  round  of  a  suit,  by 
the  holding  of  Queen,  Ten. 

For  the  purpose  of  illustration  it  will  be 
assumed  that  the  Declarer  has  in  one  hand  the 
major  tenace,  Ace,  Queen,  with  one  or  more 
small,  and  that  he  can,  if  he  wish,  lead  the  suit 
from  the  other  hand;  he  is  without  information 
enabling  him  to  mark  the  position  of  the  King; 
and  his  opponents  hold  either  the  King,  Knave, 
alone,  or  the  King,  Knave,  Ten,  with  or  without 
others.  Under  these  conditions  his  chance  of 
gaining  or  losing  a  trick  by  the  finesse  depends, 
first,  on  the  number  in  the  suit  held  by  his  op- 
ponents, and,  second,  on  the  number  of  tricks 
remaining  unplayed.  In  some  cases,  the  finesse 
will  probably  lose  a  trick;  in  others,  the  odds 
are  that  it  will  gain  one ;  and  in  many,  the  chances 
of  gain  or  loss  are  equal.  Sometimes  the  De- 
clarer can  decide  whether  to  finesse  solely  by  the 
chance  that  the  finesse  will  gain  or  lose,  but 
frequently  he  must  be  governed  by  other  con- 
siderations. 

(  571   ) 


(i>  Auction  Developments  S? 

It  is  self-evident  that  the  Declarer  should 
never  think  of  a  finesse  when  he  is  certain  of 
game  without  it  and  its  failure  may  involve  a 
risk,  or  when  its  failure  may  endanger  the  con- 
tract, unless  its  success  will  insure  both  the  con- 
tract and  the  game.  These  cases  are,  therefore, 
disregarded  in  this  discussion. 

It  is  most  exceptional  for  the  Declarer  to 
have  only  two  cards  of  the  suit  against  him  on 
the  first  round ;  this,  however,  occurs  more  fre- 
quently on  the  second,  and  is  often  the  situation 
on  the  third,  round.  Assuming,  for  the  purpose 
of  simplifying  the  example,  that  these  two  cards 
are  the  King  and  the  Knave,  and  that  the  Knave 
is  played  by  the  Second  Hand,  if  that  hand 
hold  also  the  King,  the  finesse  will  gain  a  trick; 
if  the  King  be  in  Fourth  Hand,  it  must  be  alone, 
and  the  finesse  will  lose  a  trick.  When  Second 
Hand  holds  the  Knave,  the  odds  are  that  Fourth 
Hand  holds  the  King.  On  the  second  trick 
these  odds  are  12  to  11,  and  they  increase  with 
every  trick  played.  On  the  eighth  trick  they 
are  6  to  5,  and  on  the  twelfth  2  to  i.  Therefore, 
with  only  two  cards  in  the  suit  against  him,  if 
(  572  ) 


0  For  the  Beginner  * 

•the  Declarer  finesse,  he  is  playing  against  the 
odds,  especially  in  the  later  tricks  of  the  hand. 

There  are,  however,  two  situations  that  justify 
such  a  finesse:  first,  when  the  hand  with  the 
tenace  is  long  in  the  suit  and  has  no  reentry 
and  the  other  hand  has  reentry,  but  has  only 
two  of  the  tenace  suit.  He  must  then  finesse 
to  make  sure  that  his  long  hand  will  win  the 
last  trick  the  short  hand  can  lead  ;  second,  when 
it  is  highly  important  to  keep  Second  Hand 
out  of  the  lead,  either  because  he  has  an  estab- 
lished suit,  of  which  his  partner  is  void,  or  be- 
cause he  can  lead  through  strength  toward  a  ten- 
ace in  his  partner's  hand.  On  the  twelfth  trick, 
when  the  odds  are  most  heavily  against  the 
finesse,  neither  of  these  situations  can  exist,  and 
with  only  two  against  him,  the  Declarer  should 
always  refuse  the  finesse  on  that  trick  unless  he 
can  mark  the  King  with  Second  Hand. 

When  there  are  three  against  the  Declarer, 
as  is  frequently  the  case  on  the  second  round 
of  a  suit,  he  should  lead  toward  the  tenace. 
Taking  the  King,  Knave,  Ten,  as  the  oppo- 
nents' cards,  if  Second  Hand  renounce  or  play 

(  573  ) 


4^  Auction  Developments  7 

the  King,  no  question  arises.  If  Second  Hand" 
play  the  Knave,  the  Declarer  should  finesse  un- 
less he  suspect  a  false  card.  The  Ten  is  marked 
with  Fourth  Hand  ;  if  he  also  hold  the  King,  it 
is  sure  to  make  ;  if  Second  Hand  hold  the  King, 
it  is  now  unguarded  and  the  finesse  will  catch 
it. 

If  Second  Hand  play  the  Ten,  there  are  four 
possible  positions  for  the  King  and  Knave. 
When  Fourth  Hand  holds  both,  the  King  is 
certain  to  make.  If  the  finesse  be  taken,  the 
Ace  will  take  the  Knave  on  the  second  round ; 
if  it  be  refused,  the  King  will  be  the  only  card 
against  the  Declarer,  and  may  be  drawn  by 
leading  a  second  round  from  either  hand.  When 
the  King  and  Knave  are  in  Second  Hand,  if 
the  finesse  be  taken,  the  Ace  may  be  led  at  once 
to  draw  the  Knave.  But  if  the  finesse  be  re- 
fused, and  Fourth  Hand  renounce,  it  is  neces- 
sary to  lead  a  second  round  toward  the  Queen, 
or  both  the  King  and  the  Knave  will  win. 
When  the  King  is  alone  in  Fourth  Hand,  the 
Declarer  makes  every  trick  by  refusing  the  fin- 
esse ;  when  the  Knave  is  alone  in  Fourth  Hand, 

(  574  ) 


0  For  the  Beginner  ♦ 

he  accomplishes  the  same  result  by  finessing. 
The  chances  of  these  two  last  positions  are 
exactly  the  same. 

To  sum  up,  when  Second  Hand  plays  the 
Ten,  if  the  Declarer  cannot  lead  a  second  round 
toward  the  Queen,  he  should  always  finesse,  ex- 
cept in  two  cases;  first,  when  it  is  so  important 
to  keep  the  lead  out  of  Fourth  Hand  that  he  is 
willing  to  run  the  chance  of  finding  both  the 
King  and  the  Knave  in  Second  Hand  and  los- 
ing two  tricks  instead  of  one  in  the  suit;  second, 
when  the  tenace  hand  has  no  reentry  and  the 
other  hand  has  not  a  second  card  in  the  suit  to 
lead,  the  finesse  should  be  refused  if  the  Ace 
will  make  a  doubtful  game  or  contract,  but  not 
otherwise.  If  the  Declarer  can  conveniently 
make  a  second  lead  toward  the  Queen,  he  will 
lose  only  one  trick  whether  he  finesse  or  not, 
and  his  chance  of  winning  every  trick  is  the 
same  either  way.  If  he  prefer  to  have  Fourth 
Hand  lead,  he  should  take  the  finesse;  if  he 
wish  a  lead  from  Second  Hand,  he  should  re- 
fuse it.  A  slight  preference  should  decide  the 
question. 

(  575) 


4>  Auction  Developments  S? 

When  the  Declarer's  opponents  hold  four  in 
the  suit,  —  for  example,  the  King,  Knave,  Ten, 
and  Nine,  —  the  chances  are  strong  in  favor  of 
finessing.  It  is  true  that  the  finesse  will  lose  a 
trick  if  the  King  lie  alone  Fourth  Hand,  but  it 
will  gain  a  trick  if  the  King  be  once  guarded 
Second  Hand,  and  the  latter  is  more  probable 
than  the  former.  Moreover,  the  finesse  avoids 
the  necessity  of  a  second  lead  toward  the 
Queen. 

When  there  are  five  or  more  against  the  De- 
clarer, the  chance  of  catching  the  King  alone 
Fourth  Hand  is  slight  and  the  finesse  should 
be  taken  to  avoid  having  to  lead  a  second  round 
toward  the  Queen.  Moreover,  if  the  finesse  be 
taken,  the  control  of  the  suit  with  the  Ace  is 
retained.  This  becomes  more  important  as  the 
number  of  cards  against  the  Declarer  increases, 
and  with  it  the  danger  of  establishing  the  suit 
for  the  opponents. 

The  problems  of  the  single  finesse  arise  also, 

when  the  Declarer  holds  in  one  hand  the  Ace, 

Queen,  Knave ;  the  King,  Knave,  Ten ;  or  the 

Ace,  Knave,  Ten.  With  each  of  these  combi- 

(  576  ) 


0  For  the  Beginner  <^ 

nations,  the  Declarer  should,  if  possible,  plan 
to  make  two  leads  toward  his  tenace. 

With  the  so-called  imperfect  tenace,  Ace, 
Knave,  it  is  advisable  to  lead  toward  the  tenace 
and  to  finesse  the  Knave  unless  Second  Hand 
play  the  King  or  Queen.  There  is  always  a 
possibility  that  Second  Hand  may  play  low 
from  the  King,  Queen,  and  low,  with  the  hope 
that  the  Declarer  will  not  take  the  finesse. 

(^)  T^he  Double  Finesse.  With  the  Ace,  Queen, 
Ten,  there  is  sometimes  an  opportunity  for  a 
double  finesse.  When  the  opponents  have  more 
than  four  in  the  suit,  the  odds  are  in  favor  of 
finessing  the  Ten  on  the  first  round.  When  the 
opponents  have  exactly  four,  the  Queen  should 
be  finessed  on  the  first  round  unless  the  King 
be  played  Second  Hand.  If  the  Queen  draw 
the  Knave  Fourth  Hand,  the  King  is  marked 
with  one  guard  on  the  right  of  the  Ace,  Ten, 
and  another  lead  toward  the  Ace  will  catch  the 
King.  If  both  opponents  follow  on  the  first 
round,  and  the  Queen  do  not  draw  the  Knave 
Fourth  Hand,  the  opponents  now  hold  two 
cards,  and  the  Ace  should  be  played  for  the  split. 

(  577  ) 


(^  Auction  Developments  S? 

With  less  than  four  held  by  the  opponents, 
the  Ten  should  be  disregarded,  and  taking  or 
refusing  the  Queen  finesse  is  merely  the  ques- 
tion of  a  single  finesse,  depending  on  the  prin- 
ciples discussed  above.  It  is  obvious  that  the 
King,  Knave,  Nine  combination  raises  the  same 
questions  regarding  a  double  finesse. 

{c)  Finessing  on  the  First  or  Second  Round. 
With  some  combinations,  the  Declarer  has  the 
option  of  finessing  either  on  the  first  or  on  the 
second  round,  as,  for  example,  with  the  Ace, 
King,  Knave  with  reentries  in  the  other  hand. 
In  this  situation,  if  the  opponents  have  five  or 
less  in  the  suit,  the  Ace  should  be  played  on 
the  first  round.  This  gains  a  trick  when  the 
Queen  lies  unguarded  in  the  Fourth  Hand. 
On  the  second  round,  the  question  is  that  of  a 
single  finesse,  to  be  determined  by  the  num- 
ber of  cards  still  outstanding  in  the  opponents' 
hands. 

When  the  opponents  have  more  than  five  in 

the  suit,  there  is  danger  of  establishing  it  for 

them,  and  it  is  better  to  take  the  finesse  on  the 

first  round  so  as  to  retain  two  stops  in  the  suit. 

(  578  ) 


0  For  the  Beginner  ♦ 

With  so  many  in  the  opponents'  hands,  the 
chance  that  the  Queen  will  be  unguarded  is  very 
small.  The  same  principle  applies  when  the  De- 
clarer holds  the  Ace,  King,  Knave,  with  the  Ace 
and  King  in  opposite  hands. 

With  King,  Queen,  Ten,  the  same  question 
arises  as  to  finessing  on  the  first  or  second  round. 
The  first  lead  in  any  case  should  be  toward  the 
King.  If  the  opponents  have  six  or  less,  the 
King  should  be  played  on  the  first  round  unless 
the  Ace  be  played  Second  Hand.  If,  however, 
the  opponents  have  more  than  six  in  the  suit, 
so  that  there  is  danger  of  establishing  it  for  them, 
it  may  in  some  cases  be  wise  to  finesse  on  the 
first  round,  unless,  of  course,  the  Knave  or  Ace 
be  played  Second  Hand.  It  is  the  exceptional 
case,  however,  in  which  this  finesse  should  be 
taken  the  first  time,  as  the  Ace  may  be  in  the 
Second,  the  Knave  in  the  Fourth,  Hand. 

Holdingthe  King,  Queen, Ten,  with  the  King 
and  Queen  in  opposite  hands,  the  Declarer 
should  follow  the  same  reasoning.  When  this 
finesse  is  not  to  be  taken  on  the  first  round,  the 
first  lead  should  be  toward  the  single  honor,  and 

(  579  ) 


(^  Auction  Developments  S? 

the  lead  should  always  be  made  that  way  when 
that  honor  has  only  one  guard. 

With  Ace,  King,  Ten,  in  one  hand,  if  the 
opponents  hold  more  than  four,  the  chances 
favor  leading  the  first  round  toward  the  Ten, 
and  finessing,  unless  Second  Hand  play  either 
the  Queen  or  the  Knave.  If  Second  Hand  play 
either  of  these  cards,  the  Ace  will  take  it,  and 
the  Declarer  then  has  the  question  of  a  single 
finesse,  to  be  governed  by  the  principles  given 
above.  If  the  Queen  be  played  Second  Hand, 
it  may  be  a  false  card  from  the  Queen,  Knave, 
and  one  low.  If  the  opponents  hold  four  or  less 
in  the  suit,  the  Ace  should  be  played  on  the 
first  round.  If  either  of  the  opponents  renounce, 
their  remaining  cards  are  marked.  If  both  fol- 
low, they  have  at  most  two  remaining,  and  the 
King  should  be  led  for  the  split,  unless  the  Ace 
draw  the  Queen  from  the  hand  on  its  left.  In 
that  case,  the  finesse  may  be  taken  second  round, 
although  it  must  be  remembered  that  the  Queen 
may  be  a  false  card  from  the  Queen,  Knave, 
alone. 

Holding  the  Ace,  King,  Ten,  with  the  Ace 
(  580  ) 


0  For  the  Beginner  <^ 

and  King  in  opposite  hands,  the  Declarer,  with 
less  than  five  against  him,  should  disregard  the 
Ten.  Even  with  five  against  him,  he  has  a 
chance  for  every  trick.  If  one  opponent  hold 
the  Queen  and  Knave  without  a  guard,  the  Ace 
and  King  will  draw  both  the  opponents'  honors, 
leaving  the  Ten  good  over  their  last  small  card. 
The  chance  of  this  is  only  about  i  in  15,  but 
it  is  worth  taking,  unless  the  hand  with  the 
single  honor  hold  five  and  have  no  reentry.  In 
that  case  the  single  honor  must  be  held  for  the 
third  round.  With  more  than  five  in  the  oppo- 
nents' hands,  it  is  well  to  finesse  the  Ten  on  the 
first  round,  as  Second  Hand  may  play  low  with 
the  Queen,  Knave,  and  two  small. 

Third  Class  :   Leads  toward  a  Low  Honor 
The  combinations  in  this  glass  include. 


ONE   HAND 

OTHER  HAND 

Ace 

Queen 

Ace 

Knave 

King 

Knave 

Ace,  King 

Knave 

Ace,  King 

Ten 

King,  Queen 

Ten 

( 581 ) 


4^  Auction  Developments  S? 

None  of  these  offers  any  opportunity  for  a  finesse. 
In  each  case,  one  hand  holds  one  low  honor,  and 
the  other  hand  either  one  or  two  high  honors 
not  in  sequence  with  the  low  honor.  The 
first  combination  deserves  the  most  attention, 
as  it  is  of  frequent  occurrence  and  often  mis- 
played.  It  consists  of  the  Ace  and  one  or  more 
low  in  one  hand,  the  Queen  and  one  or  more 
low  in  the  other;  no  other  honor  in  either  hand. 
There  are  three  possible  ways  of  opening  this 
suit :  — 

(i)  by  leading  the  Queen  ; 

(2)  by  leading  low  toward  the  Queen; 

(3)  '^y  pl^y^^g  ^^^  Ace,  either  leading  it  or 
leading  low  toward  it. 

The  lead  of  the  Queen  is  a  very  common 
error  with  beginners,  who  seem  to  have  a  vague 
idea  that  by  this  play  they  can  pick  up  the 
King.  As  a  matter  of  fact,  this  lead  is  the  worst 
possible  with  such  a  combination.  It  practically 
never  gains  a  trick,  and  the  chances  are  even 
that  it  will  lose  one.  There  is  never  any  choice 
between  this  lead  and  the  low  lead  toward  the 
(  582  ) 


0  For  the  Beginner  <^ 

Queen.  It  is  true  that  the  latter  lead  will  not 
make  the  Queen,  if  the  King  be  on  its  left,  and 
in  that  case,  the  Queen  can  be  made  by  leading 
it,  if  the  other  cards  with  the  King  are  such  that 
the  latter  will  not  cover  Second  Hand.  This, 
however,  occurs  so  seldom  that  it  does  not  de- 
serve consideration.  In  the  great  majority  of 
cases,  the  King  will  cover  the  Queen,  forcing 
out  the  Ace  and  making  good  the  opponents' 
Knave  or  Ten,  or  both. 

On  the  other  hand,  when  the  King  lies  on  the 
right  of  the  Queen,  the  chance  of  which  is  i  in 
2,  if  the  Queen  be  led,  the  King  will  take  it, 
but  if  a  lead  be  made  toward  the  Queen  while 
it  still  has  a  guard,  it  is  sure  to  make.  If  the 
King  be  played  Second  Hand,  the  Queen  is 
good  for  a  later  round  ;  if  not,  the  Queen  wins 
the  first  trick.  The  result  is,  that  as  between 
these  two  leads  the  odds  are  overwhelming  in 
favor  of  the  low  lead  toward  the  Queen,  and 
the  Queen  lead  may  be  eliminated  from  the 
discussion. 

The  only  real  question  that  exists  for  the 
Declarer  is  whether  to  lead  toward  the  Queen  on 

(583  ) 


<i^  Auction  Developments  V 

the  first  round  or  to  play  the  Ace  first.  This  de- 
pends upon  the  number  of  guards  on  the  Queen 
and  the  number  in  the  suit  held  by  the  opponents. 

When  the  Queen  has  only  one  guard,  it  can 
be  made  only  by  leading  toward  it  on  the  first 
round,  or  by  leading  the  Ace  and  finding  the 
King  alone.  With  three  against  the  Declarer, 
the  chance  that  the  King  is  unguarded  is  suffi- 
cient to  warrant  leading  the  Ace  first.  To  be 
sure,  this  sacrifices  the  singly  guarded  Queen, 
and  thus  loses  a  trick,  whenever  the  opponents' 
three  are  all  on  its  right;  but  it  gains  a  trick 
whenever  the  King  is  alone  on  either  side,  and 
as  between  these  two  distributions  the  odds  are 
more  than  2  to  i  in  favor  of  the  latter.  With 
more  than  three  against  the  Declarer,  there  is 
much  less  chance  that  the  King  will  be  alone  than 
that  it  will  lie  guarded  on  the  right  of  the  Queen, 
and  the  odds  are,  therefore,  greatly  in  favor  of 
leading  toward  the  Queen  on  the  first  round. 

When  the  Queen   has  more  than  one  guard, 

the  Ace  may  be  led  first,  and  the  lead  toward 

the  Queen  may  be  made  on  the  second  round. 

This  should  be  done  with  four  or  less  against 

(  584  ) 


0  For  the  Beginner  * 

the  Declarer  with  the  hope  that  the  King  is 
alone.  When  the  opponents  have  more  than 
four,  the  chance  that  the  Ace  lead  will  catch  the 
King  unguarded  and  thus  gain  a  trick  is  very 
slight,  and  is  outweighed  by  the  danger  that, 
by  opening  with  the  Ace,  a  number  of  cards 
may  be  established  for  the  opponents,  a  danger 
which  irjcreases  rapidly  with  every  additional 
card  held  by  them. 

On  the  first  round  it  is  very  unusual  for  the 
Declarer  to  have  only  three  against  him  when 
he  holds  no  honors  but  the  Ace  and  Queen,  but 
similar  situations  frequently  arise  on  the  second 
and  third  rounds. 

With  the  Ace  opposite  the  Knave,  the  latter 
must  have  at  least  two  guards  to  stand  any 
chance  of  making.  In  that  case,  with  more  than 
two  against  him,  the  Declarer's  first  lead  should 
be  low  toward  the  Knave. 

With  the  King  opposite  the  Knave,  it  is 
obviously  a  great  .advantage  to  have  the  suit 
opened  by  one  of  the  opponents,  but  when  the 
Declarer's  two  hands  have  eight  or  more  of  the 
suit,  especially  with  five  or  six  in  one  hand,  he 

(  585  ) 


(^  Auction  Developments  S? 

may  often  wish  to  open  it.  In  that  case,  if  the 
opponents  hold  four  or  less,  the  first  lead 
should  be  low  toward  the  King.  The  play  is 
the  same  when  the  opponents  hold  five,  except 
when  the  Knave  has  only  one  guard,  in  which 
case  a  low  lead  toward  the  Knave  is  the  safer 
opening.  When  the  opponents  hold  more  than 
five,  the  suit  shoul'd  be  avoided.  If  it  must  be 
opened,  the  first  lead  should  be  low  toward  the 
King,  except  when  the  Knave  has  only  one 
guard  and  the  King  at  least  two,  when  the  least 
dangerous  opening  is  low  toward  the  Knave. 
It  goes  without  saying  that  the  Knave  should 
never  be  the  first  lead. 

With  the  Ace,  King,  opposite  the  Knave, 
when  the  Knave  has  only  one  guard,  the  De- 
clarer should  play  the  Ace,  with  four  or  less 
against  him.  With  more  than  four  against  him, 
he  should  lead  low  toward  the  Knave.  When 
the  Knave  has  more  than  one  guard,  he  should 
play  the  Ace  with  five  or  le^  against  him,  and 
lead  low  toward  the  Knave  with  more  than  five 
against  him. 

With   the   King,  Queen,  opposite  the  Ten, 
(  586  ) 


0 


For  the  Beginner 


'^ 


the  play  generally  is  to  lead  toward  the  King  on 
the  first  round. 

When  the  Ace,  King,  lie  opposite  the  Ten, 
the  latter  is  of  little  value  unless  it  be  at  least 
twice  guarded  and  the  opponents  hold  exactly 
five  in  the  suit.  In  that  case,  there  is  i  chance 
in  15  that  the  Ace  and  King  will  draw  the 
Knave  and  Queen,  leaving  the  Ten  good  to 
take  the  opponents'  last  card.  In  any  other 
case  the  Ten  does  not  affect  the  situation. 

Fourth   Class 

The  combinations   in   this  class  arise  when 

any    three    of   the    Ace,   Queen,    Knave,   and 

Ten  are  divided  between  the  two  hands.  This 

division  may  produce  any  of  the  following:  — 

ONE    HAND 

Ace,  Queen 
Ace,  Knave 


Ace 
Ace 

Ace,  Ten 
Ace,  Queen 
Ace,  Knave 
Ace,  Ten 


OTHER    HAND 

Knave 

Queen 

Queen,  Knave 

Queen,  Ten 

Queen 

Ten 

Ten 

Knave 


(  587  ) 


4>  Auction  Developments  S? 

Holding  the  Ace,  Queen,  opposite  the  Knave, 
with  three  against  him,  the  Declarer  should  lead 
toward  the  Queen.  Whether  he  lead  the  Knave 
or  low  should  depend  upon  which  hand  he 
wishes  to  retain  reentry.  With  four  against  him, 
the  Declarer  should  open  low  toward  the  Queen, 
and  if  it  win  and  both  opponents  follow,  he 
should  lead  the  Ace.  With  five  against  him,  he 
should  play  in  the  same  way  if  the  Knave  have 
two  guards.  This  play  gives  him  every  trick 
whenever  the  King  is  but  once  guarded  and  is 
on  the  right  of  the  tenace. 

When  the  opponents'  have  five  and  the  Knave 
has  only  one  guard,  if  the  Nine  be  in  the  Ace 
hand,  and  a  second  lead  can  be  made  toward 
the  Nine,  the  Knave  should  be  led  first;  other- 
wise, the  Knave  should  not  be  led.  The  low 
lead  toward  the  Ace,  Queen,  is  then  a  little 
better  opening  than  the  low  lead  toward  the 
Knave,  but  the  difference  is  so  slight  that  the 
latter  opening  may  be  made  if  it  be  more  con- 
venient to  lead  from  the  hand  which  contains 
the  tenace. 

When  there  are  six  against  the  Declarer,  if 
(  588  ) 


0  For  the  Beginner  <^ 

he  have  Ace,  Queen,  alone,orwith  but  one  small, 
a  low  lead  should  be  made  toward  the  tenace. 
If  he  have  more  than  three  in  his  Ace-Queen 
hand,  he  should  lead  low  toward  the  Knave  ex- 
cept when  he  has  five,  including  the  Nine,  in 
his  tenace  hand.  In  that  case,  he  should  lead 
the  Knave,  if  he  can  make  a  second  lead  so  as 
to  finesse  the  Nine.  This  play  gives  the  De- 
clarer every  trick  whenever  the  King,  Ten,  and 
one  low  lie  on  the  left  of  the  Knave.  It  is  true 
that  the  chance  of  this  is  only  about  i  in  14, 
but  the  chance  of  loss  by  leading  the  Knave  is 
much  less. 

When  the  Nine  is  absent,  and  the  total  hold- 
ing not  over  seven,  the  low  lead  toward  the  Knave 
retains  more  stops,  if  the  Suit  prove  to  be  badly 
divided  against  the  Declarer,  and  is  therefore  re- 
commended. It  is  especially  wise  when  the  Ace- 
Queen  hand  has  four  and  the  Knave  hand  two 
or  three. 

Most  players  are  tempted  to  lead  the  Knave, 
even  when  the  Nine  is  missing,  in  the  hope  that 
the  King  will  lie  Second  Hand  and  will  not 
cover,  in  which  case  the  Knave  lead  gains  a  trick. 

(  589  ) 


<^  Auction  Developments  7 

The  Declarer  should,  however,  remember  that 
the  Second  Hand  will  cover  with  the  King,  ex- 
cept when  he  holds  three  with  it  all  lower  than 
the  Nine.  With  only  six  in  the  opponents' 
hands,  this  situation  occurs  in  less  than  two  per 
cent  of  the  cases.  The  play,  therefore,  is  successful 
against  sound  opponents  but  once  in  every  fifty 
attempts. 

The  lead  of  the  Knave  forty-nine  times  out  of 
fifty  makes  for  the  Declarer  only  two  of  his  three 
honors,  and  if  the  King  cover  Second  Hand, 
it  leaves  him  with  the  suit  stopped  only  once. 
On  the  other  hand,  if  he  lead  low  toward  the 
Knave  and  the  King  lie  on  its  left  and  take  it, 
he  still  has  the  suit  stopped  twice.  If  the  King 
lie  on  the  right  of  the  Knave  and  cover,  which 
it  must  do  if  alone  or  once  guarded,  the  De- 
clarer should  make  all  three  of  his  honors.  If 
the  King  do  not  cover  Second  Hand,  the  Knave 
wins.  The  Declarer  can  then  place  the  King  on 
the  left  of  the  tenace  and  play  accordingly. 

With  six  or  less  in  the  suit  and  only  three  in 
the  hand  with  the  Ace,  the  best  chance  for  three 
tricks  is  to  lead  the   Knave  and  trust  that  the 

(  590  ) 


0  For  the  Beginner  <^ 

King   will    lie    Second    Hand    and    will    not 
cover. 

The  Ace,  Queen,  in  one  hand  and  Knave  in  the 
other  combination  is  very  frequently  misplayed, 
even  by  good  players.  Again  and  again,  they 
lead  the  Knave  without  regard  to  the  number 
they  hold.  It  should  be  noted  that  this  is  the 
winning  play  in  three  cases  only  :  first,  when  the 
Declarer  holds  exactly  three  in  his  Ace  hand  and 
either  two  or  three  in  his  Knave  hand;  second, 
when  he  has  only  three  against  him  and  wishes 
to  keep  his  high  cards  in  his  Ace  hand  rather 
than  in  the  other ;  third,  when  with  either  five 
or  six  against  him,  he  has  only  one  guard  on 
the  Knave  and  holds  the  Nine  with  the  Ace.' 

The  combination  of  the  Ace,  Knave,  opposite 
the  Queen  is  of  course  played  on  the  same  prin- 
ciples. 

Holding  the  Ace  opposite  the  Queen,  Knave, 
with  two  against  him,  the  Declarer  should  lead 
the  Queen   and   cover  with   the  Ace,  whether 

'  All  the  above  advice  is  based  on  the  absence  of  the  ten. 
If  that  card  be  included  in  the  holding,  it  comes  within  the  Fifth 
Class,  and  is  handled  very  difFerently. 

(    591    ) 


(i>  Auction  Developments  V 

Second  Hand  cover  or  not.  With  three  or  four 
against  him,  he  should  lead  the  Queen  and  fin- 
esse if  the  King  do  not  cover. 

With  more  than  the  four  against  him,  the 
Declarer's  play  of  this  combination  is  affected 
by  whether  or  not  the  Nine  be  present.  With 
the  Queen,  Knave,  Nine,  with  or  without  others 
opposite  the  Ace  and  two  or  more  others,  the 
Declarer  should  lead  the  Queen.  If  the  King 
force  the  Ace  on  the  first  round,- he  should  de- 
cide whether  or  not  to  finesse  the  Nine  accord- 
ing to  the  number  remaining  against  him. 

If  he  have  not  the  Nine  in  the  hand  with  the 
Queen,  he  should  not  lead  the  Queen  when  the 
opponents  have  either  five  or  six.  In  that  case, 
if  he  have  three  in  the  Queen  hand,  his  first 
lead -should  be  low  toward  the  Queen.  If  he 
have  more  than  three  in  the  Queen  hand,  the 
Ace  should  be  played  first.  When  the  oppo- 
nents have  seven,  if  the  Declarer  have  only  one 
low  in  his  Ace  hand,  he  should  open  with  the  Ace; 
if  he  have  three  in  each  hand,  he  should  lead 
the  Queen.  If  his  Queen,  Knave,  be  alone,  he 
may  either  lead  the  Queen  or  lead  low  toward  it. 
(  592  ) 


0  Auction  Developments  ■<^ 

With  the  Ace  opposite  the  Queen,  Ten,  and 
more  than  three  against  him,  he  should  lead  low 
toward  the  Ten,  and,  if  the  King  or  the  Knave 
do  not  go  in  Second  Hand,  finesse  the  Ten.' 

With  the  Ace,  Ten,  opposite  the  Queen,  he 
should  play  the  Ace  when  the  Queen  is  guarded 
and  there  are  three  against  him;^  otherwise,  he 
should  lead  low  toward  the  Queen. 

With  the  Ace,  Queen,  opposite  the  Ten,  he 
generally  should  lead  low  toward  the  Queen 
for  the  finesse;  with  length  against  him,  he  may 
lead  low  toward  the  Ten. 

With  the  Ace,  Knave,  opposite  the  Ten,  or 
with  the  Ace,  Ten,  opposite  the  Knave,  the 
Declarer  should  lead  the  single  honor  if  he  have 
three  against  him.  On  such  a  lead,  if  the  Queen 
or  the  King  lie  Second  Hand,  it  will  cover,  and 
if  the  remaining  honor  be  alone  Fourth  Hand, 
the  Ace  will  catch  the  King  and  Queen  together, 
leaving  the  Declarer's  other  honor  good  to  catch 
the   opponents'   third   card.    With    more   than 

'  With  only  two  or  three  against,  lead  Ace. 
*  With  two  against  him  he  should  play  the  Ace  first,  re- 
gardless of  whether  the  Queen  be  guarded. 

(  593  ) 


4)  For  the  Beginner  '<? 

three  held  by  the  opponents,  the  first  lead 
should  be  low  toward  the  single  honor.  This 
makes  it  certain  that  two  of  the  Declarer's  honors 
will  win  if  either  the  King  or  the  Queen  lie  on 
the  left  of  the  Ace  and  go  up  Second  Hand, 
which  it  must  do  if  barely  guarded. 

Fifth  Class 

Holding  all  the  honors  but  the  King,  the 
Declarer  should  lead  first  from  the  hand  oppo- 
site the  Ace,  and,  if  that  hand  hold  an  honor, 
it  should  be  led  whenever  the  Ace  hand  has  a 
low  card.  There  is,  however,  one  exception  to 
this.  With  the  Ace  and  one  low  in  one  hand 
and  the  Queen,  Knave,  Ten,  and  two  or  more 
low,  with  only  one  reentry  in  the  other,  the  Ace 
should  be  played  on  the  first  round  to  avoid 
blocking  the  suit.  This  is  especially  true  when 
the  Dummy  has  the  long  hand,  as  Pone,  hold- 
ing the  King,  would  not  then  cover  a  Queen 
lead. 

Sixth  Class 

When  the  Declarer  holds  all  the  honors  but 
the   Queen,    he  should  play  either  the  Ace  or 

(  594  ) 


<>  Auction  Developments  ^^ 


the  King  on  the  first  round,  unless  one  hand 
has  the  Ten  or  Knave  alone.  If  the  Ace  and 
King  be  in  opposite  hands,  he  should  play  first 
the  one  that  has  with  it  no  other  honor,  or  if 
each  have  another  honor,  he  should  play  the  one 
that  will  leave  him  a  finesse  toward  the  oppo- 
nent he  prefers  to  have  lead.  After  the  first 
round,  he  will  have  some  combination  of  the 
King  (or  Ace),  Knave,  and  Ten  to  be  played 
on  the  same  principles  as  the  equivalent 
combination  of  the  Ace,  Queen,  and  Knave, 
already  treated  under  the  First  and  Fourth 
Classes. 

Seventh  Class 

With  all  the  honors  but  the  Knave,  there  is 
one  situation  to  be  carefully  noted.  If  each  hand 
hold  at  least  one  small  card,  and  only  two  of  the 
three  top  honors  are  in  one  hand,  the  Declarer 
should  play  one  of  these  two  on  the  first  trick, 
so  as  to  be  able  to  finesse  either  way  on  the  sec- 
ond round.  This  is  especially  important  when 
the  Declarer  holds  nine  cards  in  the  suit,  in- 
cluding the  Nine.  In  that  case,  this  play  makes 
(  595  ) 


4-  For  the  Beginner  S? 

every  trick  in  the  suit,  even  when  the  missing 
Knave  is  three  times  guarded.  Whichever  op- 
ponent holds  it,  his  partner  will  renounce  and 
a  sure  finesse  may  be  taken  against  it. 


GLOSSARY  OF  AUCTION   TERMS 


Advance. 


Above  the  line. 
Below  the  line. 


Best. 
Bid  (».)• 


Blocking. 
Bonus. 


To  increase,  in  the  declaration 
named,  the  number  of  tricks  bid  by 
the  partner.  This  term  is  used  more 
frequently  when  the  increase  is  made 
without  an  intervening  bid,  but  it  is 
also  applied  to  a  raise  after  a  bid  by 
an  opponent.    (  See  Raise,  v.  ) 

Points  in  the  honor  score  arc 
spoken  of  as  a  score  above  the  line; 
points  in  the  trick  score,  as  a  score 
below  the  line.  These  terms  are  de- 
rived from  the  form  of  score-sheet  in 
which  each  partnership  has  only  one 
column. 

The  highest  unplayed  card  of  a 
suit  —  the  Master  card. 

An  offer  by  a  player  to  contract 
that  his  hand  and  his  partner's  to- 
gether will  take  at  least  a  specified 
number  of  odd  tricks  with  the  decla- 
ration which  he  names  at  the  time 
of  making  the  offer. 

To  make  a  bid. 

Obstructing  a  suit  by  holding  up 
a  winning  card  of  it. 

(i)  The  250  points  added  to 
the  score  of  the  winner  of  a  rubber. 

(  2  )  A  score  in  the  honor  column 
given  to  the  Declarer  who  has  been 
doubled  and  makes  his  contract. 

(  597  ) 


Glossary 


^ 


Book. 


Bring  in. 
Bust. 

Call{n.). 

Card  of  Reentry. 
Chicane. 


(i)  For  the  Declarer's  oppo- 
nents; the  number  of  tricks  which 
if  taken  by  them  will  permit  the 
Declarer  to  exactly  make  his  con- 
tract. 

(2  )  For  the  Declarer  ;  the  num- 
ber of  tricks  he  must  take  to  make 
his  contract. 

To  make  all  the  remaining  cards 
of  a  suit. 

A  hand  which  cannot  take  a  trick, 
if  the  declaration  be  No  Trump. 

A  Declaration. 

To  make  a  Declaration. 

See  Reentry.  ■ 

One  hand  void  of  trumps.  Under 
the  Laws  adopted  November,  1 9 1 3, 
the  value  of  simple  honors,  previ- 
ously allowed  for  holding  chicane, 
has  been  eliminated. 


Command. 

The  best  unplayed  card  of  a  suit. 

Contract. 

The  final  declaration. 

Conventional. 

A   term   applied    to   declarations 

Correct  Pack. 

and  plays    generally  approved    and 
adopted. 

One    which    contains     fifty-two 
cards,  one  of  each  denomination. 

Coup. 

Cover. 

Cross- Ruff. 

A  strategic  stroke;  a  brilliant  play. 
To  play  higher  than  any  card  pre- 
viously played. 

A  double  ruff.    It  occurs  when 

'   In  Whist  and  Bridge,  a 
term  is  rarely  used  with  that 

Book  means  six  tricks;  but  in  Auction  the 
meaning. 

( 598 ) 


0 


Glossary 


^ 


Cutting, 
Deal{n.). 

Dealer. 
Declaration. 


Declare. 
Declarer. 


Defeat  the  Contract. 


Defensive  Declaration. 
Discard  (».  )• 


each  partner  trumps  a  suit,  e.g., 
when  **  North  "  trumps  a  suit  led 
by  "South,"  who  in  turn  trumps 
a  suit  led  by  "  North." 

The  act  of  separating  one  part  of 
a  pack  from  the  other  immediately 
before  the  deal. 

The  fifty-two  cards  as  dealt  or 
the  four  hands  combined. 

To  distribute  the  cards  into  four 
equal  packets. 

The  player  who  distributes  the 
cards. 

(  I  )  An  offer  by  a  player  to  con- 
tract that  his  hand  and  his  partner's 
together  will  take  at  least  a  specified 
number  of  odd  tricks  with  the  trump 
which  he  then  names  or  with  No 
Trump. 

(2)  The  trump  or  No  Trump 
named  in  making  a  bid. 

To  make  a  declaration. 

The  player  who  makes  the  final 
declaration,  or  his  partner,  if  the 
latter  have  mentioned  the  suit  nr 
No  Trump  finally  declared  before 
the  final  bidder. 

To  keep  the  Declarer  from  taking 
the  number  of  tricks  named  in  his 
declaration. 

The  bid  of  one  Spade. 

A  card  of  a  suit  not  trump  played 
to  the  lead  of  another  suit. 

(  599  ) 


♦ 


Glossary 


^ 


Discard  {v.) 
Double  (».  )• 


{V.) 

Double  Chicane. 


Ducking. 

Dummy. 

Duplicate  Auction. 
Duplicate  Play. 


To  play  a  card  of  a  suit,  not 
trump,  which  is  not  led. 

A  declaration  made  over  an  op- 
ponent's bid,  the  effect  of  which  is 
to  double  the  penalty  value  of  each 
undertrick,  if  the  opponent's  con- 
tract be  defeated.  If  the  opponent's 
contract  be  made  after  being  doubled, 
the  scoring  value  of  each  odd  trick 
is  doubled,  and  the  Declarer  receives 
a  bonus,  in  his  honor  score,  of  50 
points,  if  he  make  his  contract  ex- 
actly, and  50  additional  points  for 
each  trick  over  his  contract. 

To  make  a  double. 

The  hands  of  both  partners  void 
of  trumps.  The  laws  adopted  No- 
vember, 191 3,  do  not  allow  any 
value  for  this  holding. 

Losing  the  first  or  the  first  and 
second  tricks  in  a  suit,  when  hold- 
ing the  highest  card  in  the  long  hand, 
in  order  to  win  the  last  trick  that 
the  short  hand  can  lead. 

(  I  )  The  partner  of  the  Declarer, 
after  he  has  spread  his  hand  up  on 
the  table. 

(2)  The  hand  laid  upon  the 
table  by  the  Declarer's  partner. 

A  modification  of  Auction  in 
which  each  hand  is  played  more  than 
once. 

See  Overplay. 

(    600    ) 


0 


Glossary 


* 


Eldest  Hand. 
Established  Suit. 

Exit  Card. 
Exposed  Card. 


Face    Cards. 
Fall. 

False  Card. 

Final  Declaration. 

Finesse. 


First  Hand. 
Flag- Flying. 


The  player  on  the  Declarer's 
left. 

A  suit  in  such  condition  that  the 
holder  is  sure  to  take  every  remain- 
ing trick  in  it  if  it  be  led. 

A  term  used  when  Nullos  are 
played  to  designate  a  card  with 
which  a  player  can  get  the  lead  out 
of  his  own  hand. 

Every  card  belonging  to  an  ad- 
versary of  the  Declarer  which  is 
faced  upon  the  table  otherwise  than 
in  the  regular  course  of  the  play,  or 
shown  in  any  manner  to  the  partner 
of  the  holder. 

King,  Queen,  and  Knave. 

The  order  in  which  cards  are 
played  to  a  trick. 

A  card  which  is  not  the  conven- 
tional play  under  the  circumstances. 

A  declaration  (not  a  double) 
which  is  not  overcalled. 

The  play, Second  or  Third  Hand, 
of  the  lower  card  of  a  tenace,  when 
the  player  does  not  know  whether 
one  or  more  of  the  intermediate  cards 
lie  on  his  left. 

The  leader  to  each  trick. 

Making  a  bid  on  which  the  De- 
clarer expects  to  be  defeated,  when 
he  fears  that  his  opponents  will  win 
the  game  or  rubber  with  their  dec- 
laration. 

(  6oi  ) 


♦ 


Glossary 


S? 


Follow  Suit. 
Force. 

Forced  Bid. 
Forced  Lead. 

Fourchette. 
Fourth  Best. 
Fourth  Ha  fid. 

Freak  Hands. 

Free  Bid. 
Free  Double. 
Game. 


To  play  the  same  suit  as  the  card 
led. 

To  lead  a  card  that  another 
player  must  trump  to  win. 

Any  bid  except  a  free  bid.  (See 
Free  Bid.) 

A  lead  which  a  player  is  com- 
pelled to  rriake,  not  because  he  de- 
sires to  lead  that  suit,  but  because 
to  lead  any  other  would  be  more 
damaging. 

The  cards  next  higher  and  next 
lower  than  one  led  or  played  by  the 
right-hand  opponent. 

A  card  of  any  suit  in  which  ^he 
holder  received  from  the  Dealer  ex- 
actly three  higher. 

(  I  )  In  the  bidding  :  the  player 
on  the  right  of  the  dealer. 

(2)  In  the  play  :  the  player  on 
the  right  of  the  leader. 

Hands  in  which  unusual  or  high- 
ly remarkable  combinations  of  cards 
occur  and  to  which  ordinary 
rules  cannot  be  satisfactorily  ap- 
plied. 

The  Dealer's  first  declaration,  or 
the  bid  of  Second  Hand  over  the 
Dealer's  one  Spade. 

The  double  of  a  declaration, 
which  if  successful,  undoubled, 
would  score  game. 

A  score  of  30  points  or  more  in 

(   602   ) 


0 


Glossary 


♦ 


the  trick  score,  made  in  one  or  more 
deals. 

Game  Ail.  When  each  pair  have  won   one 

game.    (See  Rubber  Game.) 

Game  In.  The  position  of  a  pair  who  have 

won  the  first  game. 

Game  Out.  The  position  of  a  pair  who  have 

lost  the  first  game. 

Get  In.  To  obtain  the  lead. 

Grand  Coup.  Throwing    away    a    superfluous 

trump. 

Grand  Slam.  See  Slam. 

Guarded.  A  card  so  protected  by  smaller 

cards  of  the  same  suit  that  it  cannot 
be  won  by  the  adversaries  should 
they  lead  higher  cards. 

Hand.  The  thirteen  cards  dealt  to  each 

player.  The  four  hands  are  often 
somewhat  incorrectly  referred  to  as 
"the  hand."  The  "deal"  is  the 
proper  and  less  confusing  term. 

High  Spade  Bids,  The  name  originally  given  to  all 

Spade  bids  over  one.  It  is  now  used  to 
cover  the  bids  of  five,  six,  and  seven 
Spades  only.   (See  Low  Spade  Bids.) 

Holding  Up.  Refusing  to  take  a  trick  so  as  to 

save  a  winning  card  for  a  later  trick. 

Honor  Column.  The  place  on  a  score-sheet  where 

all  points,  except  those  made  by 
winning  tricks,  are  entered. 

Honors.  (  i  )   In  a  trump  declaration,  the 

Ace,  King,  Queen,  Knave,  and  Ten 
of  trumps. 

(   603   ) 


♦ 


Glossary 


V 


Imperfect  Pack. 

Impossible  Declaration. 

Incorrect  Pack. 

Informatory  Game. 
Insufficient  Declaration. 


Lead  (//.)• 

{V.) 

Leader. 

Lead  Through. 


Lead  Toward. 
Lead  Up  To. 


(  2  )  In  a  No  Trump  declaration, 
the  Aces. 

(  3  )  The  term  is  also  used  in  de- 
scribing the  Ace,  King,  Queen, 
Knave,  and  Ten  of  any  suit,  whether 
or  not  it  be  the  trump. 

A  pack  which  contains  less  than 
fifty-two  cards.  (See  Incorrect 
Pack.) 

A  declaration  which  would  be 
insufficient  even  if  increased  to 
seven. 

A  pack  which  does  not  contain 
fifty-two  cards,  one  of  each  denomi- 
nation. 

The  style  of  declaration  and  play 
that  gives  information. 

A  declaration  which  is  lower  in 
value  than  its  predecessor  or  which 
is  of  the  same  value  and  does  not 
increase  the  number  of  tricks  pre- 
viously named. 

The  first  card  played  to  any  trick. 

To  play  the  fir3t  card  to  any  trick. 

The  first  player  to  any  trick. 

(». ).  A  lead  from  an  opponent 
on  the  right. 

(f'.).      To  make  a  lead  through. 

(n.).  A  lead  from  the  partner. 
To  make  a  lead  toward. 
A  lead  from  an  opponent 


(V.) 

(n.). 

on  the  left. 

(p.). 

(   604   ) 


To  make  a  lead  up  to. 


0 


Glossary 


* 


Ltit/e  Slam. 
Long. 

Long  Cards. 


Long  Suit. 

Long  Trumps. 
Losing  Card. 

Love. 

Love  AIL 

Low  Spade  Bids. 

Make  a  Card. 
Make  a  Contract. 

Make  Up. 

Mask  a  Signal. 

Master  Card. 

Memory  Duplicate. 
Mnemonic  Duplicate. 


Twelve  tricks  taken  by  one  side. 

Holding  more  than  three  cards 
of  a  suit. 

The  cards  remaining  in  a  hand 
after  all  the  others  of  the  same  suit 
have  been  played. 

A  suit  which  originally  contained 
more  than  three  cards. 

See  Long  Cards. 

One  which,  unless  discarded,  is 
sure  to  be  won  by  the  adversaries. 

No  trick  score  on  the  current 
game. 

The  state  of  the  score  before 
either  side  has  made  a  point  for  tricks 
on  the  current  game. 

A  term  applied  to  all  Spade  bids 
from  one  to  four  inclusive.  (See 
High  Spade  Bids.) 

To  take  a  trick  with  it. 

To  win  at  least  as  many  tricks  as 
the  amount  of  the  declaration. 

To  shuffle  a  pack  so  that  it  is 
ready  for  the  next  Dealer. 

To  start  a  signal  and  not  com- 
plete it  on  the  next  trick  of  the  suit. 

The  highest  unplayed  card  of  a 
suit. 
See  Mnemonic  Duplicate. 

A  system  of  Duplicate  Auction 
in  which  a  player  participates  in 
both  the  original  and  the  duplicate 
play  of  a  deal. 

(    605    ) 


♦ 


Glossary 


S? 


Noriinformatory  Game. 
No  Trump. 

Nulla. 


Odd  Tricks. 

Opening. 

Opening  Bid. 

Original  Bid. 
Original  Lead. 
Original  Play. 

Overbid. 

Overcall. 
Overplay. 

Pass. 

Pianola  Hand. 

Plain  Suit. 


A  styfe  of  game  that  gives  little  or 
no  information. 

A  declaration  in  which  the  deal 
is  played  without  a  trump,  all  the 
suits  having  equal  value. 

A  declaration  proposed  but  not 
yet  incorporated  in  the  laws,  in 
which  the  bidder  contracts  to  force 
his  opponents  to  take  tricks  in  ex- 
cess of  six  equal  to  the  number  he 
bids.  The  Nullo,  as  now  proposed, 
is  played  without  a  trump. 

Tricks  in  excess  of  six  taken  by 
one  side. 

The  first  lead  of  a  suit,  or  deal,  as 
the  case  may  be. 

The  first  bid  made  by  the  De- 
clarer. 

See  Free  Bid. 

The  first  lead  of  a  deal. 

The  first  play  of  a  deal  in  a  dup- 
licate match. 

To  make  a  declaration  higher  than 
its  predecessor. 

See  Overbid. 

The  second  or  any  subsequent 
play  of  a  deal  in  a  duplicate  match. 

To  refuse  the  opportunity  to  bid 
or  double  or  redouble. 

One  which  plays  itself.  A  hand 
in  which  there  is.no  opportunity  to 
gain  tricks  by  good  play. 

A  suit  not  trump.    The  term  is 

(   606   ) 


0 


Glossary 


* 


Piay  (».)• 

Play  the  Hand. 
Play  to  the  Score. 

Points. 
Pone. 

Post-  Mortem. 

Preemptive  Bid. 

Private  Convention. 
Progressive  Auction. 

Protected  Suit. 


used  only  when  there  is  a  declared 
trump. 

That  part  of  the  deal,  after  the 
final  declaration,  in  which  the  cards 
are  played. 

To  take  a  card  from  the  hand 
and  place  it  on  the  table  ;  also,  if 
Declarer,  to  touch  a  card  in  the 
Dummy,  except  when  arranging 
the  hand. 

To  play  the  Declarer's  hand  and 
Dummy's. 

To  vary  the  usual  play  so  as  to 
insure  the  number  of  tricks  necessary 
either  to  win  or  to  save  the  game, 
or  to  make  or  defeat  the  declaration. 

All  scores  of  any  character. 

The  player  on  the  right  of  the 
Declarer. 

A  talk  over,  or  criticism,  of  a 
deal  that  has  been  played. 

An  original  bid  of  more  than  one 
or  a  declaration  higher  than  is  nec- 
essary to  overcall  the  preceding  bid, 
made  for  the  purpose  of  preventing 
the  opponents  from  bidding. 

A  system  of  play  understood  only 
by  the  partners  who  use  it. 

A  method  of  play,  in  which 
certain  players,  generally  the  East 
and  West,  move  from  table  to  table. 

A  suit  containing  one  or  more 
cards  so  guarded  as  to  be  practically 

(   607    ) 


♦ 


Glossary 


^ 


<^uick  Trick. 
(Quitted. 

Raise  («.)• 
(r.) 

Raiser. 
Redouble  (».  )• 


Reetitry. 


(^•) 


Renounce. 
Rescue  (».)• 


certain  to  take  at  least  one  trick  if 
led  by  the  opponents. 

A  trick  which  can  be  made,  on 
the  first  or  second  round  of  a  suit. 

The  condition  of  a  trick  after  the 
winner,  or  his  partner,  has  turned 
it  face  down  and  removed  his  hand 
from  it. 

A  bid  increasing  the  number  of 
tricks  in  the  partner's  declaration 
whether  he  has  been  overbid  or  not. 

To  increase  the  number  of  tricks 
in  the  partner's  declaration,  whether 
he  has  been  overbid  or  not.  (See 
Advance. ) 

A  card  which  helps  to  justify  a 
raise. 

A  declaration  made  after  an  op- 
ponent's double,  the  effect  of  which 
is  to  make  the  trick,  penalty,  and 
bonus  values  twice  the  size  they 
have  been  made  by  the  double. 
(See  Double.^ 

To  make  a  redouble. 

Regaining  the  lead.  A  card  of  re- 
entry is  one  which  is  sure  to  win 
and  therefore  insures  the  obtaining 
of  the  lead. 

Not  to  follow  suit. 

The  taking  of  the  partner  out  of 
a  declaration  that  seems  certain  to 
prove  disastrous. 

To  take  the  partner  out  of  a  dec- 

(    608    ) 


0 


Glossary 


* 


Revoke. 
Round. 

Rubber. 

Rubber  Game. 
Ruffian.). 

(V.) 

Score. 
Secondary  Bid. 

Second  Hand. 


See -Saw. 
Sequence. 

Set. 


Shirt  (».)• 


laration  that  seems  certain  to  prove 
disastrous. 

To  renounce  when  holding  a  card 
of  the  suit  led. 

(  i)  In  the  bidding,  one  declara- 
tion or  pass  by  each  player. 

(2)   In  the  play,  a  trick. 

Two  out  of  three  games.  When 
one  side  wins  the  first  two,  the  third 
is  not  played. 

The  third  game  of  a  rubber. 

The  playing  of  a  trump  upon  the 
lead  of  a  plain  suit. 

To  trump. 

The  record  of  a  match,  game,  or 
deal. 

A  declaration  made  by  a  player 
after  he  has  previously  bid  one  Spade 
or  has  passed. 

(  I  )  In  the  bidding,  the  player  to 
the  left  of  the  Dealer. 

(2)  In  the  play,  the  player  to 
the  left  of  the  leader. 

See  Cross- Ruff. 

Two  or  more  cards  in  consecu- 
tive order. 

To  keep  the  Declarer  from  win- 
ning the  number  of  tricks  he  has 
named  as  his  contract. 

When  a  player  holds  a  solid  suit 
against  his  right-hand  opponent's 
No  Trump  declaration  and  bids  an- 
other weaker  suit    hoping  to  force 

(    609    ) 


Glossary  ^ 


up  the  No  Trump  bid  and  double 
it,  the  play  is  called  "The  Shift," 
because  the  player  making  it  plans, 
if  doubled,  to  shift  to  his  solid  suit. 

Shift  {v.).  (i)   To   open   a    suit   after   the 

leader  or  his  partner  has  opened 
another. 

(  2  )  To  bid  a  suit  or  No  Trump 
after  the  bidder  or  his  partner  has 
made  another  declaration. 

Short  Suit.  A  suit  which  originally  contained 

less  than  four  cards. 

Shuffle.  To  make  up  the  pack. 

Shut-out  Bid.  See  Preemptive  Bid. 

Side  Suit.  See  Plaiti  Suit. 

Side  Trick.  When    a    trump  is    declared,  a 

trick  in  any  other  suit  is  called  a 
side  trick. 

Signal.  To    play  an    unnecessarily  high 

card  followed  by  a  smaller  of  the 
same  suit. 

Single-  Table  Duplicate.         See  Mnemonic  Duplicate. 

Singleton.  The  only  card  of  a  suit  dealt  to  a 

hand. 

Slam.  Thirteen  tricks  taken  by  one  part- 

nership. 

Solid  Suit.  A   suit   containing  the  Ace  and 

other  cards  in  sequence  and  of  such 
strength  that  the  holder  will  take 
every  trick  in  the  suit  unless  there 
is  a  very  unusual  distribution  of  the 
adverse  holding. 

Stopped  Suit.  See  Protected  Suit. 

(  6io  ) 


0 


Glossary 


* 


Strengthening  Card. 

Strong  Suit. 

Suit. 
Supporting  Bid. 


Switch  (f.). 
Take-out  (».). 


Tenace. 


(^•) 


Third  Hand. 


Thirteener. 
Throwing  the  Lead. 


A  medium  or  high  card  of  a  suit, 
led  with  the  expectation  of  aiding 
the  partner. 

One  in  which  a  player  has  both 
high  cards  and  numerical  strength. 

One  of  the  four  main  divisions 
of  the  pack. 

A  bid  increasing  the  number  of 
tricks  in  the  partner's  declaration 
after  the  partner  has  been  over- 
bid. 

See  Shift. 

A  change  to  a  declaration  differ- 
ent from  that  made  by  the  panncr, 
when  there  has  been  no  intervening 
bid  or  when  the  partner  has  been 
doubled. 

To  make  a  take-out  bid. 

The  best  and  third  best  or  the 
second  and  fourth  best  of  a  suit. 
The  former  is  called  a  Major  Ten- 
ace, the  latter  a  Minor  Tenace. 
The  first,  third,  and  fifth  best  con- 
stitute a  Double  Tenace.  The  best 
and* fourth  best  are  often  called  the 
Imperfect  Tenace. 

(  I  )  In  the  bidding,  the  partner 
of  the  Dealer. 

(2)  In  the  play,  the  partner  of 
the  leader. 

The  last  card  of  any  suit. 

Playing  a  card  that  forces  another 
player  to  take  the  trick. 

(   611    ) 


♦ 

Glossary                           ^ 

Trick. 

The  four   cards  played   on   one 

round. 

Trick  Column. 

The  part  of  the  score-sheet  where 

points  made  by  winning  tricks  are 

entered. 

Trump  (». ). 

A  card  of  the  trump  suit. 

(^•) 

To  play  a  trump  on  the  lead  of 

another  suit. 

Trump  Suit. 

The  suit  finally  declared. 

Unblocking. 

Getting  rid  of  the  command  of  a 

suit. 

Underbid. 

To  make  a  bid  insufficient  to  over- 

bid its  predecessor. 

Underplay. 

The  lead  or  play  of  a  losing  card 

when  holding  a  winning  one  of  the 

suit. 

Undertrick. 

Any  trick  lost  by  the  Declarer  in 

excess  of  the  number   he  can   lose 

and  still  fulfill  his  contract. 

Weak  Suit. 

One  which  contains  few,  if  any. 

high  cards. 

Winning  Cards. 

Cards    that  are  the   highest   un- 

played  of  their  suit. 

Tar  borough. 

A  hand  which  contains  no  card 

higher  than  a  Nine. 

THE    END 


CAMBRIDGE  .  MASSACHUSETTS 
U    .    S    .    A 


UCSB   LIBRARt 


A    000  613  979     4 


.Jliii'lLu., 


l!!ll 


